evil_kiwi_60 wrote:Currently it says that you generate one act of faith per phase. This means over one turn you’ll generate 6 acts of faith per turn (movement, psychic, shooting, charge, fight, and moral) plus any received from the triggers. With that rate of generation, acts of faith aren’t a resource to be managed. They are more or less automatic. They also shouldn’t apply to injury rolls. The ability to just kill an opposing model is too much.
Cripes! Good catch. Meant each turn, as per the Codex. Must've gotten muddled. Yeah. 6 per turn is too much.
In terms of JUMP PACK units not belonging in Kill Team, I'm not sure I follow. Does it confer anything beyond other FLY units don't? If FLY is the issue, then that's negating half of Tau's options.
The "Baptism by Fire" tactic would also be somewhat situational, as it would require your model to first survive an injury roll by taking a flesh wound; and would still have the penalties of the flesh wound to contend with.
For the Armorium Cherub, I suppose an appropriate nerf would be specify that it can't be used with any other ability/tactic that increase its total number of shots or that allow it to shoot again.