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having trouble figuring out the hellfire bolter rounds


Dusktiger

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okay, i just wanted to be super clear i got the rules for hellfire rounds correct cause the guy i play against plays an SM army too, but he's never used them so i wanna make sure at least one of us knows the right rules.

 

correct me on any of these points i get wrong, please.

 

1) ok, so hellfire rounds are poisoned(2+). this means so long as the dice rolls anything but a 1, i wound him.

 

2) if my str 4 unit shooting at his tough 4 unit rolls a 1, I'm forced to re-roll to wound again?

 

and then to add onto this, can they still roll an armour save on poisoned weapon wounds? or is it only an invul. save that would count against a poisoned wound?

1. Yes, anything but a 1, unless a unit specifically says it can't be wounded by anything than say a 4+. Not sure if there are any more like this, but I do remember seeing one once.

 

2. I don't know. The reroll is in the CCW section, so I think that may be just for CCW. Talk to the opponent/TO beforehand to discuss.

 

3. Yep, unless of course your AP beats their Save.

1. yes

2. not in shooting

3. poison has no effect on what saves can be made (so armor saves can be made unless the weapon has enoph ap/special rule to ignore the armor, cover can be made unless the weapon ignores cover, inv can be made unless the weapon ignores inv saves).

1. Yes, hellfires are 2+ to wound anything.

 

2. No. Hellfire rounds are Strength 1, not Strength 4. Since S1 is not equal to or greater than T4, you don't get to reroll.

 

3. Hellfire rounds are AP 5 and so would only ignore armor saves of 5+ or 6+ as normal. Hellfire shells are AP -, so everything would get an armor save against it.

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

Name 1 thing that's T1.

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

Name 1 thing that's T1.

 

It however does entirely seem to be that yes, the reroll does count for firing weapons as well, it's just likely that all shooty weapons will have S1 and indeed, no T1's out there yet :)

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

Name 1 thing that's T1.

 

It however does entirely seem to be that yes, the reroll does count for firing weapons as well, it's just likely that all shooty weapons will have S1 and indeed, no T1's out there yet :tu:

No

 

pg 42 BRB

"In addition, if the strength of the wielder is the same or higher than the toughness of the victim, the wielder must reroll failied rolls to wound in close combat"

 

Emphisis mine.

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

Name 1 thing that's T1.

1. It was the errata, meaning that it is actually official.

2. The difference between strength 1 and strength X is that strength 1 cannot penetrate armor...

2. No. Hellfire rounds are Strength X, not Strength 4. Since you're not comparing any strength value to a toughness value, you don't get to reroll.

 

Actually, Hellfire rounds and shells are strength 1 according to the new Gamesworkshop Spacemarine faq.

Name 1 thing that's T1.

1. It was the errata, meaning that it is actually official.

2. The difference between strength 1 and strength X is that strength 1 cannot penetrate armor...

1. I know.

2. Strength X can't penetrate armour either.

1. I know.

2. Strength X can't penetrate armour either.

K, I wasn't sure if you knew that first part. I was just pointing out that it is indeed strength 1 and not X.

And that second part- I guess I shouldn't comment on rules discussions when I haven't been familiar with the rules since the third edition :lol:.

1. I know.

2. Strength X can't penetrate armour either.

K, I wasn't sure if you knew that first part. I was just pointing out that it is indeed strength 1 and not X.

And that second part- I guess I shouldn't comment on rules discussions when I haven't been familiar with the rules since the third edition :eek.

Poor, poor you ;)

There are still 1 or 2 arcane wargear bits floating around that modify strength. Commissar Yarrik I think is the most famous, as he subtracts 1d6 from the strength of incomming attacks, meaning Yarrik is immune to any hellfire shells fired at him, while st X weapons get through his shield just fine. (Just to be a stickler that sX is different than s1.)
Tsk tsk, but his Force Field states it has no effect on items that do not rely on Strength to wound. So Hellfire rounds/shells, Sniper Weapons, and any other items that wound on a fixed roll of whatever are the best way to kill the Old Man of Armageddon (with the current 'Dex at least).

Curses, foiled again!

 

A HA, Dark Eldar grotesques take no damage from attacks that are less than s8, correct? Thus sX may be better than s1 versus them.

 

Edit: actually, I think they ignore all shooting attacks that are not instant death, thus they would also ignore the sX attacks as well...

Curses, foiled again!

 

A HA, Dark Eldar grotesques take no damage from attacks that are less than s8, correct? Thus sX may be better than s1 versus them.

 

Edit: actually, I think they ignore all shooting attacks that are not instant death, thus they would also ignore the sX attacks as well...

 

If I recall correctly they aren't T4.

Curses, foiled again!

 

A HA, Dark Eldar grotesques take no damage from attacks that are less than s8, correct? Thus sX may be better than s1 versus them.

 

Edit: actually, I think they ignore all shooting attacks that are not instant death, thus they would also ignore the sX attacks as well...

 

If I recall correctly they aren't T4.

Grotesques take no damage from RANGED attacks that are less than Str6.

........i think your getting off topic here. don't care about special stats on D.E. units, or wrinkly old men riding on top of tanks like a super pimp. just interested in the rules about hellfire rounds.

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