Brother DjoulZ Posted March 25, 2009 Share Posted March 25, 2009 Hi, I play BT. Terminators have power fists (Init 1) and they can't sweeping advance. So why do they have initiative 4 ? Apart from the sergeant and his power sword, when does their initiative 4 matter ? Thanks Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/ Share on other sites More sharing options...
Maligoare Posted March 25, 2009 Share Posted March 25, 2009 Quite simply, for the Sergeant, and for if you ever get beaten in combat and have to fall back. Besides, they are still marines so giving them I1 would be really odd. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1929431 Share on other sites More sharing options...
Isiah Posted March 25, 2009 Share Posted March 25, 2009 Plus the fact you might want to hit with the powerfists turned off. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1929447 Share on other sites More sharing options...
Brother DjoulZ Posted March 25, 2009 Author Share Posted March 25, 2009 Plus the fact you might want to hit with the powerfists turned off Can you do that ? Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1929458 Share on other sites More sharing options...
Legatus Posted March 25, 2009 Share Posted March 25, 2009 Not anymore, no. That was an option in earlier edition, but currently, whenever a model has a special close combat weapon it uses it's rules. And Terminators are Space Marines, so have the Space Marine profile. Assault Terminators can get Thunder Hammers or Lightning Claws, so they may need to strike in initiative order. Characters can get Powerfists together with another special close combat weapon, in which case they could chose which to attack with. Plus, there is allways fleeing from combat, as mentioned above. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1929552 Share on other sites More sharing options...
Isiah Posted March 26, 2009 Share Posted March 26, 2009 Not anymore, no. That was an option in earlier edition, but currently, whenever a model has a special close combat weapon it uses it's rules. Ooopps – old habits die hard I guess :). You're absolutely right there Legatus. To be honest it was a useful if rarely used option. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1930553 Share on other sites More sharing options...
Hazard Posted March 26, 2009 Share Posted March 26, 2009 THe answer is Lightning claws. Thunder hammers and power fists are I1, LCs aren't. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1930670 Share on other sites More sharing options...
nighthawks Posted March 26, 2009 Share Posted March 26, 2009 the answer is also that they may actually loose combat from time to time and will have to make a break-check to see if they run or stay and fight. Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1931000 Share on other sites More sharing options...
Lord Humongous Posted March 26, 2009 Share Posted March 26, 2009 the answer is also that they may actually loose combat from time to time and will have to make a break-check to see if they run or stay and fight. Yep. They may need to roll to see if they can break off / get swept - although given they have ATSKNF, they won't be swept, but are instead subject to the "No Retreat" rule. Pretty nice if your termies successfully fall back after being charged, because they auto-recover, so can unload thier guns and then charge back in (if they want). Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1931232 Share on other sites More sharing options...
Frosty the Pyro Posted March 26, 2009 Share Posted March 26, 2009 the answer is also that they may actually loose combat from time to time and will have to make a break-check to see if they run or stay and fight. Yep. They may need to roll to see if they can break off / get swept - although given they have ATSKNF, they won't be swept, but are instead subject to the "No Retreat" rule. Pretty nice if your termies successfully fall back after being charged, because they auto-recover, so can unload thier guns and then charge back in (if they want). Small note they do not necisarily auto recover, they auto pass the test and can take the test even when below 50%, but you still have to obey the rules for when you can recover (aka enemies within 6" or not being in coherency) Link to comment https://bolterandchainsword.com/topic/164112-terminators-initiative/#findComment-1931416 Share on other sites More sharing options...
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