Blastum wrote:Hi everyone! Just had my first game against the Thousand Sounds using my Death Guard. A few questions arose and I need help clarifying. Please let me know your answer for my next 1500pt game. The mission we played was Open Play Annihilation with our own 4 Objectives to capture. Thanks!
Q1: Do models select their psychic abilities prior to a game (ala how Battle Scribe asks you select your psychic power prior) or can models pick ANY psychic power from their codex during the course of the game? I know you can cast only one per phase, but can say a Sorcerer or Psycher fire off anything they want off their list?
Q2: Does a Chaos Daemon Prince benefit from it's own reroll failed to hit 1 rolls or does it only apply to friendly units 6 inches away? I guess this also applies to other models in the
40k game. How do you know if a certain AOE also applies to the model too and not just friendly units?
Q3: This is more specific to my Death Guard army. When a Drone explodes or tank or whatever and you cause mortal wounds, does that also apply to friendly models too?
Q4: Basic rule, can tanks move and shoot heavy weapons without penalty? I believe now 9th allows it.
Q5: If a psycher is locked in melee (fight phase) can they still fire off psychic spells? If so, who can they target?
Q6: Say player has models in reserve and they decide to show up on the battlefield. What are the rules for deployment distance? We couldn't find where they are allowed to set up. As stated, we did an Open Play Annihilation with 4 objectives to capture. So where can they deploy?
Q7: Can a Winged Damon Prince remain in reserve?
I probably have more questions, but thank you for your time
1) You determine which powers you have before the game. You can either select from the list and note them on your roster, or if you want for some bizarre reason to have them be random, randomly determine them before the game during the appropriate step in the mission setup.
2) Unless otherwise specified, a model is always within range of its own auras. Since the Daemon Prince meets the keyword requirement for its aura (for now, this might change in the future), it will benefit. Auras will explicitly state what types of units they can apply, either via Keywords or some other method. It should be clear as to whether the aura affects the model generating the aura or not via the aura's rules.
3) If the rule says "each unit", it applies to all units, friendly and enemy. As Explodes says "each unit", it'll affect both friendly and enemy units.
4) Yes. In 9th being a VEHICLE means you do not suffer the hit penalty with heavy weapons when you move.
5) Unless the power says otherwise, Psychic Powers can be used even within engagement range and you can target anything the power says you can target.
6) If it's a rule on the datasheet (e.g. Deathshroud Terminator's Teleport Strike), it will say how far they must deploy from enemy models (normally 9"). If it's strategic reserves, that is detailed on page 256 of the Core rulebook.
7) Wings only give Daemon Princes FLY and a higher move characteristic. It doesn't let them be set up to arrive as reinforcements later unless you use the Strategic Reserves rules.