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Made in br
Fireknife Shas'el




Lisbon, Portugal

 sfshilo wrote:
I think you all need to go read the psy powers again....
Biomancy is sneaky good now. As are others...

Also the rulebook states you cannot generate powers from the book if the profile states a power.

Pink horrors can onky take change powers...


The FAQ states that any unit with Psyker/Brotherhood of Sorcerers may generate powers from Daemonology. This is in addition to any kind of discipline said models have access too. So Pink Horrors can roll on Malefic powers.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in fr
Hallowed Canoness





 Victory wrote:
So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?!

You will need to pass them all though. It will eat your dice pool. And if you have enough dice for that, it likely means you could have cast about as many powers using your other psykers!

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Made in gb
Boom! Leman Russ Commander




Northampton

 sfshilo wrote:


Pink horrors can onky take change powers...



Nope.

FAQ States that Horrors can manifest Daemonology powers. Rulebook states they automatically know the Primaris from their Mark as well as any other spells they may know.


Automatically Appended Next Post:
Tzeentch Daemons became the most broken army in 40k.

This message was edited 1 time. Last update was at 2014/05/28 02:12:27


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 us
Stalwart Skittari




West Coast, US

 Hybrid Son Of Oxayotl wrote:

You will need to pass them all though. It will eat your dice pool. And if you have enough dice for that, it likely means you could have cast about as many powers using your other psykers!


If that was the case
, passing those tests wouldn't be a problem for a bunch of ML 1 powers. But, I'm inclined towards this:
 insaniak wrote:

He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.


Still, when it comes to witchfires, Ahriman is the best for his BS 5. Having other pskyers manifest psychic shooting would be disadvantageous, save for LoS or stuff like Breath of Chaos (the old Wind of Chaos from 3.5). Biomancy is pretty a pretty sexy choice for him now: survivability, CC prowess, & three witchfires.

I was surprised that the BRB now permits psykers of any level to take ML 2 and above powers. Thousand Sons Aspiring Sorcs got a double buff in starting the game with two Tzeentch powers (meh, but still), as well as the ability to take (and cast) the aforementioned ML 2 Breath of Chaos.

This message was edited 1 time. Last update was at 2014/05/28 02:20:16


 
   
Made in us
Been Around the Block




Did anyone else notice that GK justicars/knight of the flame/dreadknights all lost their character status? I would chalk it up to the person who was in charge of copying over those items just completely boning it due to the fact the vehicle section is so miserable. Anyway, that really sucks for trying to fight challenges. It does mean a hammer on a justicar is good because he can't be challenged anymore haha.
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

 Victory wrote:
I used to be registered with Dakka years ago, but I can't find any mention of it in my notes, nor what email address it was tied to. So new account it is.

Anyways, I pulled up a search about this, and found some lukewarm reactions to this CSM FAQ change. Decided to bring the issue to a bigger thread for more clarification, as that's what this topic seems to have been designated for.

I quote verbatim:
Page 60- The Black Staff of Ahriman, rules The second sentence should be replace with: 'It allows Ahriman to attempt to manifest the same witchfire power up to three times per Psychic phase.'

So what, RAW says you can assign 4 different witchfire powers to Ahriman, and given enough luck, can fire off each one three times? 12 psychic powers in a single phase?!

This is touhou territory. How would you feel if an opponent read this ruling in this way?


I understand a psyker can cast up to his ML per psychic phase. So Ahriman wouldn't be able to cast 12 times, but only 4 - so casting 1 Witchfire thrice and then another spell. I believe this is RAI as well, because casting 12 witchfires would make Ahriman almost an auto-pick... and sweet vengeance over puny Eldrad on the Battle-mystics power rank.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in au
Trustworthy Shas'vre






 insaniak wrote:

He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.

Which restriction is that exactly?
The change to Ahriman isn't game breaking, it just seems like a way of letting that staff still do *something* useful.

Still, when it comes to witchfires, Ahriman is the best for his BS 5. Having other pskyers manifest psychic shooting would be disadvantageous, save for LoS or stuff like Breath of Chaos (the old Wind of Chaos from 3.5). Biomancy is pretty a pretty sexy choice for him now: survivability, CC prowess, & three witchfires.

 Victory wrote:
I was surprised that the BRB now permits psykers of any level to take ML 2 and above powers. Thousand Sons Aspiring Sorcs got a double buff in starting the game with two Tzeentch powers (meh, but still), as well as the ability to take (and cast) the aforementioned ML 2 Breath of Chaos.

In 6th Ed, this was because it was literally impossible for a ML1 psyker to cast a WC2 power, and was really just a quality of life thing making sure your psyker didn't get stuck with impossible to cast powers.
In 7th Ed, an army with a single ML1 psyker will generate a minimum of 2 WC, and possibly up to 7. This makes it possible (even likely) to cast any powers in the game.
   
Made in us
Focused Dark Angels Land Raider Pilot




Magnolia, TX

 sfshilo wrote:
I think you all need to go read the psy powers again....
Biomancy is sneaky good now. As are others...

Also the rulebook states you cannot generate powers from the book if the profile states a power.

Pink horrors can onky take change powers...

Yiu also dont get a free primarys with chaos marks as you are no longer a focused psyker.


Specific over general. Codex over BRB

Codex FAQ says Daemons (posessing the special rule "psykers" or "BoS") get demonology in addition to any powers listed in their book. So, horrors actually get change and demonology.


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Made in us
Thunderhawk Pilot Dropping From Orbit





Dayton, TN

I suspect GW has a rhyme or reason behind SOME (not all) of these changes that are baffling us.

I also suspect that GW got these errata/FAQ out ASAP and just included the bare min ATM to hold us while they work on them more in depth.

I'm giving them the benefit of the doubt. I also think this new Ed gives under dog armies a chance to compete esp with the tactical missions.

Click the images to see my armies!


 
   
Made in us
Stalwart Skittari




West Coast, US

Trasvi wrote:
 insaniak wrote:

He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.

Which restriction is that exactly?


Under the "Mastery Levels" heading, in the Psychic Phase section:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level.

That says ML is not just a matter of rolling a number of dice equal to your ML on the Discipline charts, but a thing that determines turn by turn options.
   
Made in us
Freaky Flayed One




So the Necron FAQ is basically just changes to CCBs and who can take them. Is there something in 7th that would have created conflict if an SC got in a chariot?

Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured, and since they went and changed Symbiotic Repair I was really expecting to see something.
   
Made in us
Longtime Dakkanaut





Beaumont, CA USA

The one and only update I cared about is still FAQ'd in illegality: Dark Angels Deathwing sergeants are still unable to take Storm Shield/Thunder Hammer because of the FAQ wording, despite being able to take them in the original codex entry. My models are still unusable because of that damned FAQ. Fan*bleeping*tastic.

~Kalamadea (aka ember)
My image gallery 
   
Made in us
Lesser Daemon of Chaos




 BrotherOfBone wrote:
JubbJubbz wrote:
 BrotherOfBone wrote:
Plague Zombies can take pistols and CCWs now.. As if they weren't already broken :c


Unless im missing something that entry in the FAQ is exactly the same as before. Furthermore it says directly in the codex that they are only with a single ccw.

FAQ states that they're just cultists with x and y special rules.


It actually says replace the 2nd sentence with that; the difference compared to the codex being 'other than adding more models'. It does not change at all the third sentence which states they have only one ccw. Not a single letter was changed from the previous faq on zombies. The purpose of the faq entry is to clarify that you can take above minimum sized squads since some people interpreted 'no upgrades' to include 'no adding more models'.
   
Made in us
Discriminating Deathmark Assassin






Drakmord wrote:
Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured

Amen. Hopefully just a temporary oversight.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

 Nightbringer's Chosen wrote:
Drakmord wrote:
Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured

Amen. Hopefully just a temporary oversight.

I was expecting the FaQ to give all Special Characters who give "_____ Scoring" to confer Objective Secured.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Nasty Nob on a Boar





Galveston County

Puscifer wrote:
 sfshilo wrote:


Pink horrors can onky take change powers...



Nope.

FAQ States that Horrors can manifest Daemonology powers. Rulebook states they automatically know the Primaris from their Mark as well as any other spells they may know.


Automatically Appended Next Post:
Tzeentch Daemons became the most broken army in 40k.


Strangely, Tztch Daemons were OP in 7th Ed Fantasy too. Looks like 40k is just 2 editions behind!

Fear not! Your 9th edition 40k will be great next year.

This message was edited 1 time. Last update was at 2014/05/28 04:02:47


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in au
Purposeful Hammerhead Pilot






Newcastle, NSW ,Australia

Cool, now Abbadon can get turned into a spawn or daemon prince again.

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Chaos Space Marines 4100 Points
Tau Empire 3000 Points

Blood For The Blood God !!!
 
   
Made in us
Hellish Haemonculus






Boskydell, IL

 yakface wrote:
 Vector Strike wrote:
I couldn't find any permission for that in the new rulebook. The previous edition had it in the Rulebook FAQ. Can we assume 'aura of effect' wargear still does that?


See the attached pic from the new rulebook below.

The rule is still there, but as I pointed out previously in a post, the Power Field Generator has been permanently fixed in the iBook DA codex, so it doesn't work (is an exception to this rule).


So does this mean I can still affect an embarked psyker with, say, Crucible of Malediction? (Or could I always?)

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 Jimsolo wrote:
So does this mean I can still affect an embarked psyker with, say, Crucible of Malediction? (Or could I always?)


You could always (no change).

There has always been a little bit of a grey area when you're talking about effects that measure range to/from a specific model in a unit (and that unit is in a transport), as the rule specifies measuring ranges for the 'unit', but most people/events have taken that to mean range counts as coming to/from the transport for every model in the embarked unit (as well as the unit itself).


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Trustworthy Shas'vre






 Victory wrote:
Trasvi wrote:
 insaniak wrote:

He can cast the same power multiple times, but is still bound by the restriction on how many powers can be cast in a turn.

Which restriction is that exactly?


Under the "Mastery Levels" heading, in the Psychic Phase section:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level.

That says ML is not just a matter of rolling a number of dice equal to your ML on the Discipline charts, but a thing that determines turn by turn options.


Full text:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.

To me, that reads as flavour text, talking about how figuratively powerful a psyker is. At the very least, it requires you to assume '1 spell per mastery level', whereas it the sentence would be equally valid if number of spells = master level squared. Or equally valid (and in my belief the correct interpretation due to context) saying that yes, it indeed does depend on mastery level because of the number of warp charge dice generated.
   
Made in au
Incorporating Wet-Blending






Australia

I just sent GW an email about putting their PDFs in plain text rather than the rasterised version. Considering that this would make their PDFs ten times smaller files and searchable, there's really no reason not to.

"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Trasvi wrote:
Full text:
The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.

To me, that reads as flavour text, talking about how figuratively powerful a psyker is. At the very least, it requires you to assume '1 spell per mastery level', whereas it the sentence would be equally valid if number of spells = master level squared. Or equally valid (and in my belief the correct interpretation due to context) saying that yes, it indeed does depend on mastery level because of the number of warp charge dice generated.


You've misrepresented the rules text, because a portion of it is actually bolded (as such):

The number of psychic powers a Psyker can use each turn depends on his Mastery Level. Even a Psyker with a Mastery Level of 1 is a fearsome foe. Psykers with a Mastery Level of 4 or higher are incredibly rare, and it is better for the galaxy that this is so – they are almost unbelievably powerful, and rarely submit to any authority other than their own.


And the introduction to the rules say:

As you read through the rules, you will notice some of the text bold, like this. This highlights the most important elements of the rule in question and helps bring it to your eyes when skimming a page...


But with your interpretation, the opposite of that is true...the 'rule' literally has no meaning. Whether it was there in the rulebook or not it would make absolutely no difference.

So yeah, everyone can agree it is a terribly written rule, but given that bolded text in the rulebook is supposed to be the most important sections (not throwaway flavor text that has no actual meaning to the game), I think we can assume that the rule means psykers can cast a number of psychic powers each turn equal to their mastery level.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Longtime Dakkanaut



Las Vegas

 yakface wrote:


So yeah, everyone can agree it is a terribly written rule, but given that bolded text in the rulebook is supposed to be the most important sections (not throwaway flavor text that has no actual meaning to the game), I think we can assume that the rule means psykers can cast a number of psychic powers each turn equal to their mastery level.



Sure, we could assume that. And that may be what they intend. But the text indicates a limit on number of powers that can be cast in a turn related to the ML, but gives no indication what that relationship is. Until they clarify it, it's the most ambiguous "most important section" I've seen in a very long time.
   
Made in us
Ship's Officer






Just noticed that they reverted the text change to GK's Grand Strategy. The way it reads now, it sounds like if you give scoring to some of your units with Grand Strategy, they will benefit from Objective Secured. This makes sense since everything is scoring now so otherwise it wouldn't do anything.

Super-scoring Dreadknights/Dreadnoughts/Interceptors is a neat boost, assuming you can get them to survive.

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'm just glad the FAQ didn't reverse the change to Chosen Terminator weaponry. That would've been embarrassing.

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in za
Fixture of Dakka




Temple Prime

Who's ready for GK Preds and Vindicators?

Did the guy who wrote this FAQ have even a passing familiarity with the game?

Isn't it obvious that you don't outsource the FAQ writing to an unpaid intern who's never touched a model in his life?


Automatically Appended Next Post:
 Vaktathi wrote:
Just looking through some random things, GK's Aegis seems to be interesting, rerolling 1's on DTW rolls.

Hilariously, it looks like Shadow in the Warp has not been addressed at all...

GW FAQ writer 1: "Hey, you know those armies...what are they called? Space Wolves, Chaos Space Marines, Blood Angels, and Tyranids?"

GW FAQ writer 2: "Yeah, what about them?"

GW FAQ writer 1: "feth 'em"

GW FAQ writer 2: "Aww yeah!"

This message was edited 3 times. Last update was at 2014/05/28 07:58:17


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in fi
Courageous Space Marine Captain






Drakmord wrote:
So the Necron FAQ is basically just changes to CCBs and who can take them. Is there something in 7th that would have created conflict if an SC got in a chariot?

Trazyn's "scoring" rule now does nothing. I was hoping that it would become Objective Secured, and since they went and changed Symbiotic Repair I was really expecting to see something.


Pedro Kantor got 'Objective Secured' Sternguard (which was actually the one thing I hoped these FAQs would do.) Trazyn not getting it seems like an oversight.

   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

I wouldn't go purchasing pink horrors quite yet.....no way that is going to stay. It is a generic comment that some moron at gw didnt think about.

It has a direct rule in the daemon dex that says it can only generate.

You tourney runners out there need to shut that one down until it is fixed.

 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control





Silver Spring, MD

 sfshilo wrote:
I wouldn't go purchasing pink horrors quite yet.....no way that is going to stay. It is a generic comment that some moron at gw didnt think about.

It has a direct rule in the daemon dex that says it can only generate.

You tourney runners out there need to shut that one down until it is fixed.


First, this logic doesn't really hold. In every codex now it specifies which disciplines each psyker can roll on. Horrors are not unique. And surprise, surprise, none of them mentioned Daemonology. So either you're saying that literally NO ONE gets Daemonology, in spite of FAQs stating that EVERYONE gets Daemonology, or your argument makes no sense from the start. Even without the FAQ, rules as written, Horrors got Daemonology, and with the FAQ it's crystal clear. There's zero ambiguity.

Second, the Daemon bomb works equally well whether Horrors can summon or not. You can cram an insane number of heralds into a list, even into a Battle Forged list. You're trying to bail a sinking ship with a thimble if you think Horrors having Daemonology makes things any more broken.

GW's intention is clear - EVERYONE gets Daemonology (except Tyranids). This was RAW before the FAQ and it's entirely unambiguous now.

This message was edited 1 time. Last update was at 2014/05/28 11:23:51


Battlefleet Gothic ships and markers at my store, GrimDarkBits:
 
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

Just to beat a dead horse. I'm completely annoyed about losing all my Wolves psychic powers. I have no interest in the rulebook ones save for the Divination Primaris which now I apparently don't get unless I dedicate that Rune Priest to the Divination branch of powers. It stinks and I hate it.

There are however some pros.

Ragnar's Insane Bravado is just absolutely awesome and he will just have an insane amount of attacks and I think I might use him more often.

Master of Runes is now half off so IF I find a power set I like maybe it won't be so bad (gonna cross my fingers I get my powers back in the new codex).

Still, generally not happy about this at all.

This is exactly what I feel GW is doing to the Wolves and the others who got screwed over by this update:

Spoiler:
   
 
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