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		<title><![CDATA[Latest posts for the thread "Wound Allocation and mass GK Force Weapons"]]></title>
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				<title>Wound Allocation and mass GK Force Weapons</title>
				<description><![CDATA[ Whether or not to attempt the psy test to use a force weapon is decided by the attacking player after the success or failure of wound rolls is known.  By definition, this would be after the defender has allocated and rolled relevant saves.<br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squads are, for all intents and purposes, all equipped with force weapons that ignore <span class="glossaryitem" onmouseover='gp(269);'>ID</span> on Daemons and Psykers based on the early confirmations, but only one attempt is made to actually use it for the entire squad.<br /> <br /> Does the attacker then decide which force weapon wound to test for to cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span>?<br /> <br /> Example:<br /> <br /> A <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Libby joined to a single <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Terminator assault three individualized Blood Crushers.<br /> <br /> The Libby can cast 3 powers/turn.  So far he's used up 2 for I10 and +1 <span class="glossaryitem" onmouseover='gp(123);'>Str</span>.  The Terminator can cast 1 power/turn, and has not used any.<br /> <br /> Together the <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> cause 5 <span class="glossaryitem" onmouseover='gp(486);'>PW</span> wounds on the Crushers.  The Crusher player allocates 1 wound from Libby on Crusher 1, 2 wounds from Libby on Crusher 2, and 2 wounds from Term on Crusher 3.<br /> <br /> Crusher 3 makes one save, all others are failed.  Crusher 1 has 1 wound, Crusher 3 has 1 wound.<br /> <br /> Libby and GKTerm force weapon and kill both outright with <span class="glossaryitem" onmouseover='gp(269);'>ID</span>.<br /> <br /> Does that look right?]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2011 18:00:45]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Wound Allocation and mass GK Force Weapons</title>
				<description><![CDATA[ Sounds right other than you allocate wounds based on <span class="glossaryitem" onmouseover='gp(74);'>init</span>.  Unless <span class="glossaryitem" onmouseover='gp(305);'>GK</span> termies go on 10.]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2011 19:27:16]]> GMT</pubDate>
				<author><![CDATA[ frenrik]]></author>
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				<title>Wound Allocation and mass GK Force Weapons</title>
				<description><![CDATA[ Between the I issue and the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> issue; I don't see this being too much of a problem.<br /> <br /> Now the Whole regular termie squad; that could be a different story. For that we will have to wait to see the wording on the nemesis Force weapons.<br /> <br /> Thanks to the beasts of War unboxing video: Units with Nemesis Force weapons make 1 roll at the first unsaved wound for the squad, all unsaved wounds then cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span>. <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> must roll on their own no matter what. If the models go in different I orders(which doesn't seem possible since the Daemon hammer strikes at normal I) then the first unsaved wound takes the test, and all others cause <span class="glossaryitem" onmouseover='gp(269);'>ID</span> regardless of I value.<br /> <br /> Wounded Daemons take a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test at the end of combat and are removed as casualties whether the Psychic test for the Force weapons has been taken or not(removed as casualties, not suffers <span class="glossaryitem" onmouseover='gp(269);'>ID</span>).]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2011 22:55:37]]> GMT</pubDate>
				<author><![CDATA[ Kommissar Kel]]></author>
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