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Made in us
Fresh-Faced New User





Is the World Eater's Blood Mad move affected by difficult terrain?
   
Made in lu
Rampaging Khorne Dreadnought






Blood Mad is a move and difficult terrain tests are taken before a unit makes "their move".
If you choose to enter difficult terrain, and thus roll for difficult terrain, you can still decide not to move, but that's optional.
The difficult terrain test limits your maximum move distance, so would indeed affect Blood mad.

However, all moves are described as moving "up to x", blood mad says you can make a 2d6 move.
They could have written "...immediately move up to 2d6" or "...immediately move 2d6" instead of "...immediately make a 2d6 move"
The " make a 2d6 move" part is a little ambiguous imho.

If you treat it as a fixed distance, you're not moving up to your maximum distance like you normally do, you move a fixed amount and thus aren't affect by maximum distances.
Other out of sequence moves like levitation or ghost storm allow you to move "up to x" and thus include a part that allows them to ignore terrain, otherwise they too would be affected.
This is the only fixed move that I can think of off the top of my head.

If you treat it as normal move except that this allows you to move up to 2d6 instead of what the unit normally moves, then you would indeed be limited by difficult terrain, as units move up to their maximum move distance.
Which in this case would be whatever you rolled or the result of the difficult terrain, whichever is lower.
They also could have written that it isn't slowed by difficult terrain like with run. (which also says "up to x"), but they didn't.

The second case seems more likely to me though I'm curious what others have to say about this.



This message was edited 3 times. Last update was at 2017/04/17 16:13:33


 
   
Made in gb
Longtime Dakkanaut




 Suicidal.Simian wrote:
Is the World Eater's Blood Mad move affected by difficult terrain?


Nah. I don't see how that would work. Don't think any other random roll movement is affected by terrain.

DFTT 
   
Made in lu
Rampaging Khorne Dreadnought






Captyn_Bob wrote:
 Suicidal.Simian wrote:
Is the World Eater's Blood Mad move affected by difficult terrain?


Nah. I don't see how that would work. Don't think any other random roll movement is affected by terrain.


How about examples? Blood Mad is (up to?) 2d6 and makes no mention of terrain.
Running is up to d6 and specifically ignores terrain, levitation is up to 12 and specifically ignores terrain, ghost storm is up to 18 and specifically ignores terrain.
Charging is up to 2d6 and specfically tells you how to treat difficult terrain.
Hit and run is a fixed 3d6 and specifically ignores terrain. You can't move less than the distance rolled and the rule specifically tells you what to do if you can't.

Mind veil is up to 3d6 and makes no mention of terrain, so this would be the most similar.
Being specifically up to 3d6 though and difficult terrain reducing your maximum distance to d6 would thus limit your potential 3d6 move to whatever you roll for difficult terrain.

Blood Mad lacks any directions on what to do if you can't move the distance rolled when treating it as a fixed roll, unlike hit and run.
When treating it as a normal move up to 2d6 I don't see how it wouldn't be affected.

This message was edited 3 times. Last update was at 2017/04/17 17:48:23


 
   
Made in au
Frenzied Berserker Terminator






Unfortunately, being that World Eaters are my main army, I agree with Roknar. Blood Mad is a move, and as long as a unit is moving into or through terrain them it can only move a maximum of 2D6 and pick the highest.

So, you'd roll the 2D6 for Blood Mad, and if any model would move through terrain, then you roll another 2D6 and choose the highest.

For example, a unit rolls a 9 for Blood Mad. It moves through terrain and rolls a 3 and 4 for its difficult terrain test. It can therefore only move a maximum of 4" for its Blood Mad move.

This message was edited 1 time. Last update was at 2017/04/17 20:25:48


 
   
Made in us
Fresh-Faced New User





The way we played it was to roll 3D6 and discard the highest die leaving the two lowest results. This drastically reduced the effectiveness of the special rule. The only way to get a full 12 inches would be to roll 3 sixes.


Automatically Appended Next Post:
 Cheexsta wrote:
Unfortunately, being that World Eaters are my main army, I agree with Roknar. Blood Mad is a move, and as long as a unit is moving into or through terrain them it can only move a maximum of 2D6 and pick the highest.

So, you'd roll the 2D6 for Blood Mad, and if any model would move through terrain, then you roll another 2D6 and choose the highest.

For example, a unit rolls a 9 for Blood Mad. It moves through terrain and rolls a 3 and 4 for its difficult terrain test. It can therefore only move a maximum of 4" for its Blood Mad move.


That's even worse. We play pretty terrain heavy normally. I'm hopeful for an errata or FAQ to fix this.

This message was edited 1 time. Last update was at 2017/04/17 20:27:40


 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

I interpret it as a fixed 2d6 move regardless of difficult terrain. If they meant for it to be like a move in the movement phase, the wording would be like in the BRB ''infantry may move up to 6' inches''. In this chase they make no intimation that the move is limited by anything.


edit* spelling

This message was edited 1 time. Last update was at 2017/04/18 01:11:05


 
   
Made in au
Frenzied Berserker Terminator






Suicidal.Simian wrote:That's even worse. We play pretty terrain heavy normally. I'm hopeful for an errata or FAQ to fix this.

I agree, it's harsh. And I hope it will be clarified, too.

killerpenguin wrote:I interpret it as a fixed 2d6 move regardless of difficult terrain. If they meant for it to be like a move in the movement phase, the wording would be like in the BRB ''infantry may move up to 6' inches''. In this chase they make no intimation that the move is limited by anything.

Problem is that it's described as a "move". It doesn't matter how you move, you still trigger a Difficult Terrain test. Other rules, like running, have to specifically say that they aren't slowed by terrain. Why should this be different?
   
 
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