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Made in ca
Foolproof Falcon Pilot




Ontario, Canada

4th ruling for FnP/RP vs Special Rules that trigger at the same time which "Remove From Play" after a test. We now have:

- Feel No Pain before Helfrost
- Player chooses the order of Reanimation and Helfrost
- Reanimation and Stasis Bomb cancel each other out
- Feel No Pain and Reanimation before Black Mace

That's 2 rulings towards the potential wound negation effect first. Guess that's how I'm gonna house rule all of them for now, until they decide on a consistent ruling.
   
Made in au
Fresh-Faced New User




Australia

All the dreads are getting buffed and my Orks are just sitting here wondering why they're a melee army.
   
Made in us
Locked in the Tower of Amareo




Orks got boned, but don't worry. The dread buff isn't helping me at all in practice. They just get shot first now.
   
Made in us
Fixture of Dakka





f4ction wrote:
All the dreads are getting buffed and my Orks are just sitting here wondering why they're a melee army.

Did someone lie to you and tell you that, or did you come to that false conclusion on your own?

Orks have been a shooting army since they've been an army.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Oozing Plague Marine Terminator





So is the Helbrute back to 105 points?
   
Made in us
Hierarch





 Nightlord1987 wrote:
So is the Helbrute back to 105 points?


umm... is it not?

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in au
Liche Priest Hierophant







No, the old official FaQs still apply (as indicated by some of the answers of these new draft FaQs referencing them) so the Helbrute is still 100pts, rather than 105.
   
Made in us
Fresh-Faced New User




Am I correct in my reading that now the maulfiends magma cutters don't auto hit anymore?
   
Made in gb
Decrepit Dakkanaut




Indeed no auto hit, however it actually works against non=single model untis now.
   
Made in gb
Longtime Dakkanaut




Ghosthand wrote:
Am I correct in my reading that now the maulfiends magma cutters don't auto hit anymore?


The third sentence regarding hitting automatically at initiative1 is unchanged.

DFTT 
   
Made in gb
Decrepit Dakkanaut




Hmm, missed that. Fair enough
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 MechaEmperor7000 wrote:
I just saw the "+2 attack" to helbrutes and was like

"IT'S FISTING TIME BABY"

I'm breaking out the Helfist Murderpack. LOTS OF FISTS TO GO AROUND.


Until you realised that these were completely non-upgradable walkers and that dreads are still hot garbage?


Now only a CSM player. 
   
Made in lu
Rampaging Khorne Dreadnought






 Lord Blackscale wrote:
So I guess you would have to roll the champion's overwatch separately, and hope it kills a character?


I've always played it this way. It's also why I'm somewhat intested inthe black legion warband formation. The yuranthos artefact is sure way to become mutated/ascended, assuming you don't kill yourself due to perils first.
   
Made in us
Lieutenant General





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

Codex Chaos Space Marines HERE

Codex Tyranids HERE

A short FAQ for the Tyranids this week.

'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 ca
Longtime Dakkanaut





Wow. So the Termagants spawned from a Tervigon count as being a Troop Choice in the detachment of the Tervigon that spawned them. Objective Secured Spawned Gaunts. That's awesome.

Tyrannocytes are treated like Vehicles for shooting arcs.

Those two are the big ones I'm reading from this.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Loyal Necron Lychguard





Virginia

 Yarium wrote:
Wow. So the Termagants spawned from a Tervigon count as being a Troop Choice in the detachment of the Tervigon that spawned them. Objective Secured Spawned Gaunts. That's awesome.

Tyrannocytes are treated like Vehicles for shooting arcs.

Those two are the big ones I'm reading from this.


First one is an awesome change, the second is rather lame. (though people played it like that anyway. now I'm sad I modeled it with Deathspitters)

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I see GW's FAQ team is still contradicting themselves between codexes. The BRB FAQ clarifies that a unit with deep strike in on going reserves can Deep Strike the turn they return to the board, yet the Tyranid FAQ specifically denies this to Tyranid unit and references the BRB. Good job staying consistently inconsistent, GW!

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Automated Rubric Marine of Tzeentch




I'll have to check the BRB one later on, but it looks to me like they're just talking about respawn rules not being able to use deep strike in this one.

After a quick run-through of the BRB FAQ - I didn't see it. Were they talking about ongoing reserves that left the board of their own volition though? As opposed to being killed and respawning, I mean.
   
Made in au
Brainy Zoanthrope





Newcastle, Australia

BossJakadakk wrote:
I'll have to check the BRB one later on, but it looks to me like they're just talking about respawn rules not being able to use deep strike in this one.

After a quick run-through of the BRB FAQ - I didn't see it. Were they talking about ongoing reserves that left the board of their own volition though? As opposed to being killed and respawning, I mean.


When the unit "Respawns" it is just placing an identical unit (at purchase) as to what died into ongoing reserves. I don't understand how that is different from say Swooping Hawks Skyjump(?) or the Mawlocs Burrow abilities that allow them to return via deep strike?

6000 - Hive Fleet Limax
4000 - Sons of Horus
5500 - Ultramarine's
1000 - Blood Raven's
3000 - Skaven 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Tyranid players, please take this chance to complain on Facebook that forcing normally deepstriking units to footslog after they have been returned to ongoing reserves is terrible.

Spoiler:

This message was edited 1 time. Last update was at 2016/08/04 05:33:15


   
Made in us
Not as Good as a Minion





Astonished of Heck

flukezor wrote:When the unit "Respawns" it is just placing an identical unit (at purchase) as to what died into ongoing reserves. I don't understand how that is different from say Swooping Hawks Skyjump(?) or the Mawlocs Burrow abilities that allow them to return via deep strike?

adamsouza wrote:Tyranid players, please take this chance to complain on Facebook that forcing normally deepstriking units to footslog after they have been returned to ongoing reserves is terrible.

Because they aren't returning. It is a functionally new unit being brought to the field via Ongoing Reserves. This isn't Skyleap, Burrow, or a Flyer where a unit that existed at the beginning of the game has left in to Reserves to return again. Much like Conjuring Daemons or the Tervigon's Brood, it is a brand new unit as far as the game is concerned.

That having been said, Ongoing Reserves is functionally the same as Reserves aside from timing of return. And when you put a unit with all models having the Deep Strike special rule in Reserves, you can declare it to be Deep Striking (but not Outflank, Outflank specifically restricts this), which is often called Deep Strike Reserves.

This message was edited 1 time. Last update was at 2016/08/04 15:01:09


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.
 
   
Made in us
Longtime Dakkanaut






I dont have any references on me, but as a long time tyranid player, why am I thinking that I read somewhere that Tyrants are not allowed to leave Tyrant Guard? I dont remember ever thinking they were allowed to, so I am wondering why the contradiction.

   
Made in us
Automated Rubric Marine of Tzeentch




 flukezor wrote:
BossJakadakk wrote:
I'll have to check the BRB one later on, but it looks to me like they're just talking about respawn rules not being able to use deep strike in this one.

After a quick run-through of the BRB FAQ - I didn't see it. Were they talking about ongoing reserves that left the board of their own volition though? As opposed to being killed and respawning, I mean.


When the unit "Respawns" it is just placing an identical unit (at purchase) as to what died into ongoing reserves. I don't understand how that is different from say Swooping Hawks Skyjump(?) or the Mawlocs Burrow abilities that allow them to return via deep strike?


The only other reference to deep striking new units I could find in the BRB FAQ was asking if new units (this exact example I believe) could deep strike if the original unit *didn't* deep strike. The answer was no, but that's it. They could have gone into more detail then to describe why, and they could have done so with the Tyranid-specific FAQ. My only answer is similar to Charistoph said, it's a new unit being created, and not something leaving the board per its own special ruling. I also don't know why they wouldn't allow it, but I don't see the inconsistency (for respawning units) because I couldn't find the ruling that was being contested in the post I quoted.
   
Made in us
Not as Good as a Minion





Astonished of Heck

 Zach wrote:
I dont have any references on me, but as a long time tyranid player, why am I thinking that I read somewhere that Tyrants are not allowed to leave Tyrant Guard? I dont remember ever thinking they were allowed to, so I am wondering why the contradiction.

I think that was a previous edition that specifically stated this. The current rule allows the Tyrant to join like an Independent Character, but doesn't say anything about leaving, one way or another.

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.
 
   
Made in gb
Decrepit Dakkanaut




They only ever have permission to join as an IC; as they lack the IC rule, they lack permission to leave.
   
Made in us
Regular Dakkanaut




Gotta be Necrons this week right? What else is left?
   
Made in us
Roarin' Runtherd




St Louis

Qlanth wrote:
Gotta be Necrons this week right? What else is left?

Grey Knights, Daemons, Astra Militarum

   
Made in us
Automated Rubric Marine of Tzeentch




Astra Militarum and Grey Knights both up.
   
Made in us
Lieutenant General





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

Codex Chaos Space Marines HERE

Codex Tyranids HERE

Astra Militarum and Grey Knights HERE

Two FAQs this week in Astra Militarum and Grey Knights. That leaves Chaos Daemons and Necrons to go.

'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
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Wow, that was a stupidly weak GK FAQ.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
 
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