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		<title><![CDATA[Latest posts for the thread "Vanguard Commander Teodor"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Vanguard Commander Teodor"]]></description>
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				<title>Vanguard Commander Teodor</title>
				<description><![CDATA[ <b>Vanguard Commander Teodor</b> - 130 points<br /> Infantry (Character) <i>Replaces Company Commander in Command Squad</i> (Unique) <br /> <b><span class="glossaryitem" onmouseover='gp(149);'>WS</span>-</b> 4<br /> <b><span class="glossaryitem" onmouseover='gp(14);'>BS</span>-</b> 4<br /> <b>S-</b> 3<br /> <b>T-</b> 3<br /> <b>W-</b> 3<br /> <b>I-</b> 3<br /> <b>A-</b> 3<br /> <b><span class="glossaryitem" onmouseover='gp(82);'>Ld</span>-</b> 9<br /> <b><span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-</b> 4+/5++<br /> <b>Wargear-</b> Plasma Pistol, Bolt Pistol, Carapace Armour, Frag and Krak grenades, Adamant Fist, Refractor Field<br /> <i>Adamant Fist</i><br /> Range: Melee<br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> +1<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -<br /> Type: Melee, Specialist Weapon, Bionic Enhancement<br /> <i>Bionic Enhancement:</i> The Adamant Fist is a bionic replacement for Teodor's lost arm. It provides a +1 to Toughness and a -1 to Initiative whilst Teodor still has it. The Toughness bonus is counted for the purposes of Instant Death.<br /> <b>Warlord Trait-</b> Implacable Determination<br /> <b>Special Rules-</b> Senior Officer, Voice of Command, Reactive Protection, Drop Vanguard<br /> <i>Reactive Protection-</i> When Teodor loses his last Wound, be it through Instant Death or any other means, he may use his bionic arm to shield him from the worst of the damage. When Teodor loses his last Wound, place him on his side. In the owning player's turn, Teodor loses the Adamant Fist permanently, and is placed standing on 1 Wound. He may not attempt this again.<br /> <i>Drop Vanguard-</i> The player chooses 3 <span class="glossaryitem" onmouseover='gp(682);'>AM</span> units to be part of Teodor's Vanguard. Note that one of these units must be Teodor's Command Squad. These units enter play via Deep Strike, but enter on the first player turn. Select one model from each of these units. In Teodor's Command Squad, this must be Teodor. Roll Deep Strike Scatter for these models, and place them at their scattered locations. All other models in their squads may deploy in regular unit coherency (2 inches) from this starting model. Note that any Interceptor shots fired at these Deep Striking units will only affect the first model chosen. Should that model be killed, choose another from the squad and roll for their scatter instead. (EDIT- Only models with the Infantry Profile may be chosen to be part of the Vanguard, and no Dedicated Transports may be chosen for these units.)]]></description>
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				<pubDate><![CDATA[Wed, 24 Dec 2014 19:23:49]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Smudge]]></author>
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				<title>Re:Vanguard Commander Teodor</title>
				<description><![CDATA[ Looks interesting, I don't have the Guard Codex so I'll just comment on the mechanics and not the points cost:<br /> <br /> Gunslinger characters are cool. +1 kudos for not just making them both master-crafted plasma pistols.<br /> <br /> The arm as a weapon is fine - due to majority toughness, it's not going to make his unit tougher (until it's only him and a buddy left), but will count for Challenges and Instant Death (cool beans) - it doesn't need to specify <span class="glossaryitem" onmouseover='gp(269);'>ID</span> (as <span class="glossaryitem" onmouseover='gp(269);'>ID</span> already works off the modified toughness) but it's fine as reminder text. As it's <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- it's not overpowered at all, and the -1I actually means some thought will go into choosing a melee weapon.<br /> <br /> As a resurrection mechanism, it's quite powerful - doesn't even 'old ironside' Yarrick need to roll to get back up? Maybe add a line about what happens if his unit flees or is cut down by Sweeping Advances, and at what point in your turn he gets back up ("<i>At the start of the owning player's turn...</i>").<br /> <br /> Deep-strike mechanic:<br /> <strike>Any units? I can deep strike Leman Russes? Hellhounds? Chimaera with a unit inside? I presume you meant Infantry unit?</strike> - just noticed your edit.<br /> Does the whole unit need to be in coherency with the first model? A ten-man squad will be just as bunched up as a regular deep strike - but obviously conga-lines of just in coherency as normal would be a bit easy to position flamers.<br /> Interceptor shots are done at the end of the movement phase, making it slightly difficult, particularly in the case of Blasts, to resolve - why is this rule here? What is it meant to represent?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Dec 2014 12:33:36]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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