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Made in us
Irked Necron Immortal




https://www.warhammer-community.com/2017/05/05/shadow-war-armageddon-your-questions-answered/

some interesting stuffs

Q. How do jump packs and flip belts work for going up and down levels without ladders?
They can move in any direction, including straight up or diagonally up. They cannot end their move in mid-air. They cannot move further than their Move characteristic

Q. When you use a pistol in Hand-to-Hand, do you use the shooting profile of the weapon to determine the Strength/Dmg/Save Mod., or does it simply add another attack as a "default" weapon, e.g. a knife?
You use the shooting profile of the weapon.

Q. Does Fast Shot add an extra Sustained Fire dice to a weapon that already has one?
No

Q. How many models in a Kill Team for Chaos Space Marines, Craftworld Eldar, Dark Eldar Wyches, and Necrons?
10

   
Made in gb
Regular Dakkanaut




What I want clarified is :

Q. If charged by an enemy that causes Fear, at which point does the charged model make a break test?
When the charge is declared.
Scenario 1 - A harlie is 12" away from the model it is charging. The model fails fear and runs 2d6.
The Harlie can now not complete its charge. Does it;
A) Stand still as a failed charge.
B) Make the full charge move to where the model was.

Scenario 2 :
A Harlie is 6" away from the model being charged, the model runs 4". The Harlie can still complete the charge and we follow the rules. "Charging a Broken model" under leadership. Ie fight with 1 attack at WS1.

Scenario 3 :
A Harlie is 6" from the model. Model fails fear and runs 12".
A) Does the Harlie move the 6" to where the model was.
B) Does the Harlie move its full 12" in the direction of the model. Ie, trying to chase him down.
   
Made in us
Regular Dakkanaut






You must still move any declared charges towards the targeted models current position, if you reach him then follow the rules on charging a broken model. If the move fails to reach the target, place model at that point, nothing else happens, note the move is still counted as a charge so no shooting or running modifiers.

So in scenario one its neither, move towards target's current position.
In scenario 2 that is the correct.
In scenario 3 its B.
   
Made in gb
Regular Dakkanaut




Thank you for your input Dravis.

I was thinking the exact same thing. Only issue with this is, it could put me WAY out of position on a charge. :(

   
Made in us
Regular Dakkanaut






It does make charging from max move with fear causing fighter a slightly risky decision, but in the end its not that much different to charging someone, killing them and then being out in the open.
   
Made in gb
Regular Dakkanaut




Except they are not dead

Ie, if they have a loot counter. A unit/model that normally moves 4" can move 12" + their movement from the previous turn.

Makes it a little more tricky but still, thats a fairly unique situation.
   
Made in us
Regular Dakkanaut






That to me sounds like fantastic emergent drama: a panicking guardsman flees across the dark platforms clutching his prized loot, whilst a shadowy form lunges after him.
   
Made in gb
Been Around the Block





Pretty decent buff to Necrons, love the Deathmark change and slightly more protection against deadly Toxic Rounds.
   
Made in fr
Longtime Dakkanaut




 Dravis wrote:
You must still move any declared charges towards the targeted models current position, if you reach him then follow the rules on charging a broken model. If the move fails to reach the target, place model at that point, nothing else happens, note the move is still counted as a charge so no shooting or running modifiers.

I can't find a rules that supports moving your model to where the enemy was before failing the fear test. It does make sense, but I don't see the rule.
Also, making a charge move doesn't explicitly forbids you to shoot. You're only forbidden to shoot if you're in base contact or ran in the movement phase. If you try to charge, but can't make it to base contact (because the enemy model moved too far away for instance), I think you're still able to shoot.
   
Made in us
Painlord Titan Princeps of Slaanesh




Can someone show me a link to where these questions are/were subimtted? My group had some questions that were not adressed.
   
Made in au
Infiltrating Broodlord





Leo_the_Rat wrote:
Can someone show me a link to where these questions are/were subimtted? My group had some questions that were not adressed.


Try Facebook or emailing GW direct

That is generally where they get the questions from..

But the rulings will not be in any way official until addressed in a FAQ
   
Made in us
Regular Dakkanaut






fresus wrote:
 Dravis wrote:
You must still move any declared charges towards the targeted models current position, if you reach him then follow the rules on charging a broken model. If the move fails to reach the target, place model at that point, nothing else happens, note the move is still counted as a charge so no shooting or running modifiers.

I can't find a rules that supports moving your model to where the enemy was before failing the fear test. It does make sense, but I don't see the rule.
Also, making a charge move doesn't explicitly forbids you to shoot. You're only forbidden to shoot if you're in base contact or ran in the movement phase. If you try to charge, but can't make it to base contact (because the enemy model moved too far away for instance), I think you're still able to shoot.


When you declare a charge and select target, the target must be in range at this point, The FAQ states that the fear test is taken afterwards, so a broken model would run, potentially leaving it out of range. The attacker however has already declared its movement beforehand, nothing states that this is not then followed through, because when the charge had been declared it was a legal move and that is the only time you check.
The alternate would be a fighter with fear declaring a charge, breaking a fighter then going back and choosing to charge a different fighter, potentially breaking them, then choosing to charge a different fighter...
That sounds incredibly broken.
Besides this issue already had a ruling in Necromunda that confirmed the above procedure of events, so far all the core rule FAQ rulings for shadow war have followed the Necromunda FAQ (applying damage, low power setting for plasma pistol in hand-to-hand etc).

You appear to be right about shooting, in that the rules don't spell it out, it only says a "charge is like a run" but doesn't spell out any shooting restrictions. I think the whole issue is that they added pre-measuring in to the rules then forgot about outlier issues when that distance is then altered. I guess you could treat this as RAW and allow shooting from charges or realize this was an omission and that like Necromunda you can't shoot from a charge move. This will probably FAQ'ed in this manner anyway.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





N.B. the FAQ has been updated since this thread was created. The updates include some significant changes to answers which some posts above rely on.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in ru
!!Goffik Rocker!!






Cool. That's a shame that hot-shot power packs have not been covered. Cause as it is now, a lazgun + hotshot pack is 40 pts and is s4, 6+ ammo. Which is 5 pts more expensive than a bolter with -1 rendand 5+ ammo. Astra militarum is one of the weakest teams overall, so it's odd that hotshot packs don't add anything other than +1 str for the price.

Comparing a veteran with hotshot lazgun and carapace with a scout with bolter:
IG Vet - 120 pts - s3 t3 ws3 bs4 i2 a1 ld7; gun - s4, no rend, ammo 6+
Scout - 135 pts - s4 t4 ws4 bs4 i4 a1 ld8; gun - s4, rend -1, ammo 5+

It seems to be a really unfair difference for 15 pts. Yep, ig vets get 1 more special weapon but than they're limited to 10 guyz and their weakness starts to show off significantly after like 4-5 games. So, they need to be really lucky and rush for early victory or play on lower victory requirement conditions before they're left without much chances of winning vs a team of 10 scouts or 10 csm.

I see no reason to not allow ig take a heavy weapon team like they can in tabletop. That can really even things out as they can now have 3 specials, 1 heavy weapon team, leader and 4-5 more regular dudes. A single heavy bolter or autocannon or, heck, even mortar, could even the odds.

This message was edited 3 times. Last update was at 2017/05/14 07:51:59


 
   
Made in fr
Longtime Dakkanaut




The updated fear rule is pretty clear now. Not the best outcome in my opinion, as there is now a higher chance of being stranded in the open after making an enemy flee (and many times not even killing it).
   
Made in us
Painlord Titan Princeps of Slaanesh




A couple of questions:

Do grey knights get an extra attack if they are using a pair of nemesis falchions?

Do tau stealth suits negate astral aim?

By the RaW the answer to both questions are No and Yes respectively but I'm not sure those should be the answers.

For reference the second paragraph of fighting with 2 weapons says that unless there is a specific entry on a weapon carrying a storm bolter would negate having the extra attack. The tau suit entry says that nothing can negate its cover modifier.

This message was edited 1 time. Last update was at 2017/05/14 23:41:05


 
   
Made in gb
Been Around the Block





Leo_the_Rat wrote:
A couple of questions:

Do grey knights get an extra attack if they are using a pair of nemesis falchions?

Do tau stealth suits negate astral aim?

By the RaW the answer to both questions are No and Yes respectively but I'm not sure those should be the answers.

For reference the second paragraph of fighting with 2 weapons says that unless there is a specific entry on a weapon carrying a storm bolter would negate having the extra attack. The tau suit entry says that nothing can negate its cover modifier.


Why wouldn't a Grey Knight get an extra attack for a pair of Nemesis Falchions? You're equipped with two close combat weapons, which in my opinion should confer an additional close combat attack.

I'd also say that the "Stealth Field" special rule overrides Astral Aim. RAW, it clearly states that "This may not be negated or ignored by any special rules which reduce or ignore cover".
   
Made in us
Painlord Titan Princeps of Slaanesh




The rules state that if you are carrying a standard weapon then you do not get the extra attack (see the second paragraph). The stormbolter is not a pistol or a ccw and does not explicitly say to ignore it when using 2 weapons.
   
Made in us
Longtime Dakkanaut




Maryland

Yeah, it seems that the RAW prevent Grey Knights from getting a second attack with paired falchions thanks to their storm bolters. Although, is that offset by the falchions' rule that allows them to reroll failed wounds?

Fear's interesting, as while it seems to leave some models stranded after a charge, it also allows for near autokills. A Harlequin Troupe Master with a Fusion Pistol automatically hits a model that retreats from a failed Fear test. Since it's a single hit, I get to chose which weapon is used. Then, I roll d6 wounds that need 2+ to get through, likely without any chance of a save.

   
Made in fr
Longtime Dakkanaut




 infinite_array wrote:
Yeah, it seems that the RAW prevent Grey Knights from getting a second attack with paired falchions thanks to their storm bolters. Although, is that offset by the falchions' rule that allows them to reroll failed wounds?

Fear's interesting, as while it seems to leave some models stranded after a charge, it also allows for near autokills. A Harlequin Troupe Master with a Fusion Pistol automatically hits a model that retreats from a failed Fear test. Since it's a single hit, I get to chose which weapon is used. Then, I roll d6 wounds that need 2+ to get through, likely without any chance of a save.

It's D6 damages, not wounds.
You roll to wound once, then the opponent gets its save, and then you roll for the number of damages. A wych will still live through it more than half of the time.
   
Made in us
Longtime Dakkanaut




Maryland

fresus wrote:
 infinite_array wrote:
Yeah, it seems that the RAW prevent Grey Knights from getting a second attack with paired falchions thanks to their storm bolters. Although, is that offset by the falchions' rule that allows them to reroll failed wounds?

Fear's interesting, as while it seems to leave some models stranded after a charge, it also allows for near autokills. A Harlequin Troupe Master with a Fusion Pistol automatically hits a model that retreats from a failed Fear test. Since it's a single hit, I get to chose which weapon is used. Then, I roll d6 wounds that need 2+ to get through, likely without any chance of a save.

It's D6 damages, not wounds.
You roll to wound once, then the opponent gets its save, and then you roll for the number of damages. A wych will still live through it more than half of the time.


Gotcha, thanks

   
 
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