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Made in us
Not as Good as a Minion





Astonished of Heck

Qlanth wrote:
Like for instance, a RP unit in a decurion with cryptek who is hit by something with ID. Is the RP a 5+ or a 4+? I've seen it argued for both and I personally fall on the 4+ side of the things. But I would hope for an official ruling on that.

I would think that the case of Multiple Modifiers would be in consideration. Set Values are always processed last, and I would consider limiters under that title. When processing additive and subtractive modifiers, limiters are not noted as being a factor while processing either this type or the multiplier and divisive modifiers. So, the only place that they would qualify would be the final set value since it is a specific number.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
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Florence, KY

 Ghaz wrote:
... ongoing discussion in News & Rumours. FAQ can be found HERE.

Skitarii & Cult Mechanicus FAQs HERE.

Militarum Tempestus Scions, Inquisition, Adepta Sororitas and Officio Assassinorum HERE.

Imperial Knights, Genestealer Cults and Deathwatch HERE.

Daemonkin, Legion of the Damned and Blood Oath FAQs HERE

Codex Space Marines FAQ HERE

Codex Space Wolves FAQ HERE

Codex Dark Angels FAQ HERE

Codex Blood Angels FAQ HERE

Codex Craftworld Eldar, Dark Eldar and Harlequins HERE

Codex Tau Empire HERE

Codex Orks HERE

GW stopped playing PokeSquig Go! long enough to post this week's FAQ for Codex Orks.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in de
Fresh-Faced New User




"Q: Does the gitfinda work with Relentless, i.e. can you move and still get Ballistic Skill 3?
A: No.

Q: Can a model benefit from a gitfinda if it moved but is on a Relentless platform, or under the effects of Slow and Purposeful (e.g. warbikes or mega armour)?
A: No."


thats just lousy
   
Made in gb
Fixture of Dakka




Got to love how multiple FNP's is different for SM and Orks.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in ca
Longtime Dakkanaut





YAY! The Tankbusta Nob has a Choppa now! They can finally start taking Power Klaws like a good 'n propa Nob!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Ork FAQ in a nutshell:

Players: "Did you really mean to make the ork codex this awful? This is your chance to partially make things right"

GW: "Yup! Working as intended!"

Mob rule not affecting fear, boyz somehow hitting themselves at S4, no stacking FNP from cybork bodies, S&P having no effect on gitfindas, etc. To be fair, those are clearly stated in the codex, but they don't really make any damned sense.

Good news, they did clarify KFFs affecting enemy models (they do), effect of breaking 'eads if only characters are left in a unit (auto pass with no ill effects), and yes, tankbusta nobz can take power klaws (they come with choppas now). And the green tide is usable again, for people who were fired up about that, I suppose.

Overall, it's a fair FAQ clarification, I suppose. I still just can't believe the calls they made in the original codex that they stand by two years later.

Question: What is the purpose of the blitz brigade errata? It doesn't seem any different than the rule is now, though to be honest, I don't use that formation, so I'm not super familiar with it.



Automatically Appended Next Post:
Being able to use a grabbin' klaw on a super heavy walker to prevent it from charging is pretty silly, but I suppose a fitting reward to anyone who brings one of them.

This message was edited 3 times. Last update was at 2016/07/20 19:43:17


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Regular Dakkanaut




After the last FAQ and pages upon pages of Stormsurge vs. Rhino discussions I was really hoping for another exciting FAQ!

This ain't it, lol
   
Made in us
Auspicious Aspiring Champion of Chaos






 Kap'n Krump wrote:
Ork FAQ in a nutshell:

Players: "Did you really mean to make the ork codex this awful? This is your chance to partially make things right"

GW: "Yup! Working as intended!"

Mob rule not affecting fear, boyz somehow hitting themselves at S4, no stacking FNP from cybork bodies, S&P having no effect on gitfindas, etc. To be fair, those are clearly stated in the codex, but they don't really make any damned sense.

Good news, they did clarify KFFs affecting enemy models (they do), effect of breaking 'eads if only characters are left in a unit (auto pass with no ill effects), and yes, tankbusta nobz can take power klaws (they come with choppas now). And the green tide is usable again, for people who were fired up about that, I suppose.

Overall, it's a fair FAQ clarification, I suppose. I still just can't believe the calls they made in the original codex that they stand by two years later.

Question: What is the purpose of the blitz brigade errata? It doesn't seem any different than the rule is now, though to be honest, I don't use that formation, so I'm not super familiar with it.



Automatically Appended Next Post:
Being able to use a grabbin' klaw on a super heavy walker to prevent it from charging is pretty silly, but I suppose a fitting reward to anyone who brings one of them.


Just like BA and Tyranids, a simple FAQ isn't going to fix Orks. Hell, it's going to take more than a few errata for that matter. Orks (again like BA and Tyranids) are a choppy army in a shooty edition. At the minimum, some changes to the assault phase and overwatch would need to occur for any of these codices to truly be competitive. Come to think of it, you can probably add CSM to this statement.

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Made in us
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Denver, Colorado

You're not wrong entyme, but just making mob rule trigger on fear tests would have been the simplest errata ever to make and would help a TON. There's nothing more embarrassing than a warboss and meganobz piss their pants when charging nurglings. And, I mean, what other dedicated half-assed melee unit in the game has to worry about fear tests? CSM would be next closest, but at least they have plenty of fearless HQ selections, and unit selections to boot. We don't have either, just a random warlord trait and then it's back to being afraid of everything.

This message was edited 1 time. Last update was at 2016/07/20 20:01:02


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Guard Heavy Weapon Crewman




Well at least all the ork players out there have their answer. This wasn't a mistake. Yes, the Ork Codex was actually intended to be that awful. Gives me hope of closure for my Tyranids.

PS: That justification for Mad Dok Grotsnik was borderline snarky.

This message was edited 2 times. Last update was at 2016/07/20 20:04:05


 
   
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Locked in the Tower of Amareo




There's the SW fix: Wulfen and TWC type units.

The SW paid the gold price. BA, Nids, Orks, CSM are paying the iron price.
   
Made in us
Krazed Killa Kan





Denver, Colorado

bhollenb wrote:

PS: That justification for Mad Dok Grotsnik was borderline snarky.


Yeah - is grotsnik mad? Or are you guys for writing in rules and wargear that are litterally useless.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Lieutenant General





Florence, KY

 Kap'n Krump wrote:
bhollenb wrote:

PS: That justification for Mad Dok Grotsnik was borderline snarky.


Yeah - is grotsnik mad? Or are you guys for writing in rules and wargear that are litterally useless.

How is Grotsnik any different from Lysander with his three Invulnerable saves?

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in de
Fresh-Faced New User




Martel732 wrote:
There's the SW fix: Wulfen and TWC type units.

The SW paid the gold price. BA, Nids, Orks, CSM are paying the iron price.


without dragons to kill the evil ruler and the snow elfs and the slaver-communists.
   
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Sioux Falls, SD

pm713 wrote:
Got to love how multiple FNP's is different for SM and Orks.
In what way? If I run Pedro Kantor(5+ FNP) with ano Apothecary, I don't get Pedro with better than 5+ FNP. Same goes for any other SM character with FNP running around with other units granting FNP. Iron Hands are an exception because their rule explicitly states it stacks. Cybork and Dok's Tools do not explicitly say they stack.

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 casvalremdeikun wrote:
pm713 wrote:
Got to love how multiple FNP's is different for SM and Orks.
In what way? If I run Pedro Kantor(5+ FNP) with ano Apothecary, I don't get Pedro with better than 5+ FNP. Same goes for any other SM character with FNP running around with other units granting FNP. Iron Hands are an exception because their rule explicitly states it stacks. Cybork and Dok's Tools do not explicitly say they stack.

You can get Fnp 2+ with Iron Hands can't you. Iron Hands come from which codex?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
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Sioux Falls, SD

pm713 wrote:
 casvalremdeikun wrote:
pm713 wrote:
Got to love how multiple FNP's is different for SM and Orks.
In what way? If I run Pedro Kantor(5+ FNP) with ano Apothecary, I don't get Pedro with better than 5+ FNP. Same goes for any other SM character with FNP running around with other units granting FNP. Iron Hands are an exception because their rule explicitly states it stacks. Cybork and Dok's Tools do not explicitly say they stack.

You can get Fnp 2+ with Iron Hands can't you. Iron Hands come from which codex?
And you can't do anything similar with any other faction of Space Marines. Just Iron Hands. Because that is one of their special rules. Iron Hands function different because of a special rule. Orks do not have that special rule. Why should Orks gain a unique ability of the Iron Hands without a special rule?

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Between this and the article by Jervis about how you're not "supposed" to play balanced missions, I can only assume that the Ork codex was put together to LITERALLY be a beating stick. I wouldn't be surprised if Jervis in the office says "Oh, but Orks are supposed to win by numerical advantage - they only win when there's a LOT of them! Orks aren't supposed to win in a merely even match. If you want Orks to win, you have to let that player use more points to represent just how many more Orks there are than the other player's forces! Simple!"

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
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Longtime Dakkanaut




To be fair a tankhunter pk is nice however does this mean a tankbusta nob can take a tank-hammer?
   
Made in gb
Longtime Dakkanaut





UK

gungo wrote:
To be fair a tankhunter pk is nice however does this mean a tankbusta nob can take a tank-hammer?


No, since Tankbustas can take Tank Hammers, the Nob is a 'Boss Nob' not a 'Tankbusta'. PK option is nice though.

Didn't feel much for this FAQ. Orks needed more than an FAQ as a fix. At least it further justifies my decision to leave the 40k hobby.


Automatically Appended Next Post:
 casvalremdeikun wrote:
pm713 wrote:
 casvalremdeikun wrote:
pm713 wrote:
Got to love how multiple FNP's is different for SM and Orks.
In what way? If I run Pedro Kantor(5+ FNP) with ano Apothecary, I don't get Pedro with better than 5+ FNP. Same goes for any other SM character with FNP running around with other units granting FNP. Iron Hands are an exception because their rule explicitly states it stacks. Cybork and Dok's Tools do not explicitly say they stack.

You can get Fnp 2+ with Iron Hands can't you. Iron Hands come from which codex?
And you can't do anything similar with any other faction of Space Marines. Just Iron Hands. Because that is one of their special rules. Iron Hands function different because of a special rule. Orks do not have that special rule. Why should Orks gain a unique ability of the Iron Hands without a special rule?


I'm more annoyed at the justification they used for it. Like Cybork Bodies are bad in themselves, but the way they justified Mad Dok having both is infuriating, considering it changed from a 5++ to the FnP version.

This message was edited 1 time. Last update was at 2016/07/20 22:19:36


YMDC = nightmare 
   
Made in us
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Sioux Falls, SD

Spoiler:
 Frozocrone wrote:
gungo wrote:
To be fair a tankhunter pk is nice however does this mean a tankbusta nob can take a tank-hammer?


No, since Tankbustas can take Tank Hammers, the Nob is a 'Boss Nob' not a 'Tankbusta'. PK option is nice though.

Didn't feel much for this FAQ. Orks needed more than an FAQ as a fix. At least it further justifies my decision to leave the 40k hobby.


Automatically Appended Next Post:
 casvalremdeikun wrote:
pm713 wrote:
 casvalremdeikun wrote:
pm713 wrote:
Got to love how multiple FNP's is different for SM and Orks.
In what way? If I run Pedro Kantor(5+ FNP) with ano Apothecary, I don't get Pedro with better than 5+ FNP. Same goes for any other SM character with FNP running around with other units granting FNP. Iron Hands are an exception because their rule explicitly states it stacks. Cybork and Dok's Tools do not explicitly say they stack.

You can get Fnp 2+ with Iron Hands can't you. Iron Hands come from which codex?
And you can't do anything similar with any other faction of Space Marines. Just Iron Hands. Because that is one of their special rules. Iron Hands function different because of a special rule. Orks do not have that special rule. Why should Orks gain a unique ability of the Iron Hands without a special rule?


I'm more annoyed at the justification they used for it. Like Cybork Bodies are bad in themselves, but the way they justified Mad Dok having both is infuriating, considering it changed from a 5++ to the FnP version.

I don't see why they couldn't have given the Mad Dok a special rule in the Errata that gave him 4+ FNP. It would've required about the same amount of effort and pissed a lot less people off.

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Lol! Orks hit themselves harder then the enemy. And it's designed that way! Why should I continue buying models that hit themselves harder then the enemy? What fething sense does that make?
   
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Fixture of Dakka




I can kind of see why you'd make it S4. Orks have furious charge to show they hit harder when they start a fight. They are starting the fight therefore they get S4. So there is a reason.

So it's a tiny tiny bit less stupid than we thought...

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Longtime Dakkanaut




 Frozocrone wrote:
gungo wrote:
To be fair a tankhunter pk is nice however does this mean a tankbusta nob can take a tank-hammer?


No, since Tankbustas can take Tank Hammers, the Nob is a 'Boss Nob' not a 'Tankbusta'. PK option is nice though.

Didn't feel much for this FAQ. Orks needed more than an FAQ as a fix. At least it further justifies my decision to leave the 40k hobby.



Well to be fair it implies a tankbusta upgraded to a nob keeps all the tankbusta gear AND gets a choppa.
So what stops you from taking a tank busta giving it a tankhammer and then nob upgrade.
You basically get an ap3 instead of ap2 powerklaw for 10pts less.

This message was edited 1 time. Last update was at 2016/07/21 00:42:10


 
   
Made in us
Lieutenant General





Florence, KY

gungo wrote:
 Frozocrone wrote:
gungo wrote:
To be fair a tankhunter pk is nice however does this mean a tankbusta nob can take a tank-hammer?


No, since Tankbustas can take Tank Hammers, the Nob is a 'Boss Nob' not a 'Tankbusta'. PK option is nice though.

Didn't feel much for this FAQ. Orks needed more than an FAQ as a fix. At least it further justifies my decision to leave the 40k hobby.



Well to be fair it implies a tankbusta upgraded to a nob keeps all the tankbusta gear AND gets a choppa.
So what stops you from taking a tank busta giving it a tankhammer and then nob upgrade.
You basically get an ap3 instead of ap2 powerklaw for 10pts less.

The FAQs which state that a Veteran upgraded to a Apothecary can't have Veteran upgrades for one.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Not as Good as a Minion





Astonished of Heck

gungo wrote:Well to be fair it implies a tankbusta upgraded to a nob keeps all the tankbusta gear AND gets a choppa.
So what stops you from taking a tank busta giving it a tankhammer and then nob upgrade.
You basically get an ap3 instead of ap2 powerklaw for 10pts less.

The possibility that the Nob's Wargear resets to his default when he is upgraded.

Also, if you think about it, if you're handing out Tankhammers, wouldn't 2 Tankhammers + 1 PK be better than just 2 Tankhammers (provided points available)?

Ghaz wrote:The FAQs which state that a Veteran upgraded to a Apothecary can't have Veteran upgrades for one.

Not really. The Nob upgrade is after the Tankhammers are purchased, and the Apothecary was a one word, binary answer with no explanation with nothing addressing how unit purchasing works (final check versus top down). In a way, this question is closer to the Camo Cloaks for the Wolf Scouts Wolf Guard Leader question than the Apothecary question.

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Ya the tankbusta errata strongly suggests the wargear list for all tabkbustas is the same for a tankbusta nob except we now add choppa (nob only) to the wargear list.

If the nobs gear was set to a standard nob there would be no need to errata a choppa into a tankbusta nob as by default a nob already has a choppa.

I guess my question is what exactly tells us the tankbusta nob gear is reset once purchased?

And a reason I would like a tankhammer instead of pk is I probably don't have the points to waste 10pts on for just ap2.

A nob already has more atks then a standard tankbusta so it's better on him then a regular tabkbusta.
   
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bombsquigs are only 5 points, just saying..

gungo wrote:
"..I guess my question is what exactly tells us the tankbusta nob gear is reset once purchased?.."

lets wait for gw to decide. theyll take away his rokkitlauncha, just you wait and see.

i say it should not reset, that doesnt make any sense.
i am aware its raw, not feels, but it does feel wrong not to allow the nob to do what he likes. just imagine the scene.

also i wanted to say, that tankhammers have a lower to no chance to explode something(very good for orks, that)

a klaw and 2 hammers are way to expensive on those 6+ guys(youll need a trukk/ram, bosspole, bombsquigs as well and we are at 180ish points for 5 orks) as you said yourself.
   
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Holy Christ, GW really does hate the idea of Orks being decent in the game.

 Tomsug wrote:
Semper krumps under the radar

 
   
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Astonished of Heck

gungo wrote:Ya the tankbusta errata strongly suggests the wargear list for all tabkbustas is the same for a tankbusta nob except we now add choppa (nob only) to the wargear list.

If the nobs gear was set to a standard nob there would be no need to errata a choppa into a tankbusta nob as by default a nob already has a choppa.

Note, I did not state nor suggest that his gear is set/reset to a standard nob. There is nothing to suggest we take the information and options from another datasheet for this like the Space Wolf Wolf Guard did in 5th Edition or same Edition Necron Royal Court. I did say "his default Wargear", meaning everything listed in the Wargear section of the datasheet that either is not specified (no parentheses with a model name) AND listed with his model name in parentheses. So specifically speaking Choppa (from Errata), Rokkit launcha, Stikkbombs, and Tankbusta bombs.

gungo wrote:I guess my question is what exactly tells us the tankbusta nob gear is reset once purchased?

And a question could be reversed, what says it doesn't? When you upgrade to a Nob, do you just add what Wargear is specific to him on the Wargear list, or do you set his Wargear to the defaults listed on the datasheet.

As I said earlier and several times in the previous discussion dedicated to this "order of purchasing" concept for Space Wolf Scouts, there is nothing to support either interpretation as being RAW, so it is what the other game organizers will let you get away with.

gungo wrote:And a reason I would like a tankhammer instead of pk is I probably don't have the points to waste 10pts on for just ap2.

I did state that if points were available.

FreshMeat wrote:i say it should not reset, that doesnt make any sense.
i am aware its raw, not feels, but it does feel wrong not to allow the nob to do what he likes. just imagine the scene.

Maybe reset isn't the right word. More like "set up with the default Wargear associated with the Nob on that datasheet while ignoring any other". In short, it is the "final verification" concept for list building in play. The Nob cannot take a Tankhammer, so he cannot be fielded with it. I am not sold on this as a concept, either, just aware of how there is absolutely nothing defining it.

This message was edited 1 time. Last update was at 2016/07/21 06:12:37


Are you a Wolf, a Sheep, or a Hound?
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