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		<title><![CDATA[Latest posts for the thread "Ork Weirdboy and running"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Ork Weirdboy and running"]]></description>
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				<title>Ork Weirdboy and running</title>
				<description><![CDATA[ I have a question I have been wondering about weirdboys based on the wording of how htere powers work.<br /> <br /> It says that the <span class="glossaryitem" onmouseover='gp(279);'>WB</span> <u>must</u> take a psychic test at the beginning of the shooting phase.<br /> <br /> Does this mean that if a Weirdboy is in a unit, the unit cannot choose to run if he rolls a shooting power?<br /> <br /> I think that they are not allowed to run, but haven't had it happen in game, so never had to discuss it.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 07:27:47]]> GMT</pubDate>
				<author><![CDATA[ skrulnik]]></author>
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				<title>Re:Ork Weirdboy and running</title>
				<description><![CDATA[ weirdboyz must take a psychic test BEFORE dertermining the power they use. if the test is failed, do not roll for the table.<br /> <br /> you can use run when you roll the pshycic test. <br /> <br /> if you run you cannot use the shooting power.<br /> if you use the shooting power you cannot run.<br /> if you roll a non shooting power you can run<br /> <br /> the psychic test does NOT affect the run move, the decision to use the shooting power does<br /> <br /> if that makes sence]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 08:25:27]]> GMT</pubDate>
				<author><![CDATA[ luvadeorks]]></author>
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				<title>Re:Ork Weirdboy and running</title>
				<description><![CDATA[ You said that clear enough it made sence to me. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 11:53:18]]> GMT</pubDate>
				<author><![CDATA[ KingCracker]]></author>
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				<title>Ork Weirdboy and running</title>
				<description><![CDATA[ Um... not quite. the Weirdboy *must* use the power that is rolled. So if you roll a shooting power, you can't run. (And thus, neither can the rest of the unit.)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 13:48:37]]> GMT</pubDate>
				<author><![CDATA[ coredump]]></author>
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				<title>Re:Ork Weirdboy and running</title>
				<description><![CDATA[ <blockquote><div><cite>luvadeorks wrote:</cite>u can use run when you roll the pshycic test. </div></blockquote><br /> <br /> No, you do the psychic test at the begining of the shooting phase, not at any other time like after run moves. Please the rules before trying to answer questions.<br /> <br /> <blockquote class="uncited"><div>the psychic test does NOT affect the run move, the decision to use the shooting power does<br /> <br /> if that makes sence</div></blockquote><br /> <br /> Since you don't get a decision to use the shooting power or not, no it doesn't make sense. <br /> <br /> Its quite clear that you have to take the test, you have to use the power you get and as a result if he shoots he can't run, and neither can the unit he is with. In fact you'd have to continue firing with that unit at the same target if you wanted the unit to fire at all that turn.]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 17:27:47]]> GMT</pubDate>
				<author><![CDATA[ Hymirl]]></author>
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				<title>Ork Weirdboy and running</title>
				<description><![CDATA[ Doesn't the Weirdboy roll at the beginning of his turn?<br /> Don't have the codex handy, and have used them in all of 3 games, so I acknowledge that I do NOT know the answer.<br /> <br /> Regardless, if you're that worried about the "Run," just keep him separate from the squad & 2.00000001" behind them. Of course, that screws up the reason you had him there in the first place... but you can't have everything.<br /> <br /> Eric]]></description>
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				<pubDate><![CDATA[Wed, 25 Feb 2009 19:45:45]]> GMT</pubDate>
				<author><![CDATA[ MagickalMemories]]></author>
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