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Rune Priest Murderous Hurriacan


BDS

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With Murderous Hurrican or even tempest a unit is made to move as in difficult and dangerous terraign. My question would be:

 

Is a unit affected by either power (made to move as if in difficult and dangerous terraign) and is made to fall back, consolidate, embark, or respond to charges, or attempting to assault subject to the difficult terraign roll and the dangerous terraign roll?

 

So, in game you could see: A rune priest on bike successfully casts murd. hurr. on a unit of 10 orks. 3 are killed. they fall back. they must roll 2d6 for distance...they roll 5 (this is halfed due to diff terraing and move 2.5 inches). Each model rolls for a possible wound. the pwr klaw fails and dies. rune priest charges contacting the nearest model. Orks immediately test and pass. Orks respond to assault moving up to 6" to contact rune priest. remaining orks roll for dangerous terraign. big shoota ork fails and is wounded. rune priest kills 2. Orks fail to wound. orks test and fail. rune priest does not catch orks. orks roll for fall back...a 10. orks move 5 (1/2 distance due to difficult terraign), remaining orks roll for dangerous terraign. 3 remaining orks each roll, 1 dies. orks continue to run in their turn. orks roll 2d6...an 8...and move 4..two remaining orks roll dangerous terraign...both pass.

 

This is how I have thought it out, it is very similart to the Marine mine fields you used to be able to throw around from the whirl winds last codex.

 

Thanks for input,

 

BDS

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Tempest's Wrath

Used at the beginning of the Rune Priests' turn. Until the beginning of the Rune Priest's next turn, all enemy skimmers, jetbikes, jump infantry and units deploying by Deep Strike that finish their move within 24" of the Rune Priest treat all terrain, even clear terrain, as both difficult and dangerous.

 

This is pretty clear cut. Any unit that ends it's movement within 24" of the Rune Priest suffer difficult and dangerous terrain (note that this unit will only be subject to it once they enter and finish their movement within this 24" bubble). It's a trickier power to use the way it's worded because it would require the unit to actually move beyond their movement phase (i.e. to run, charge, fall back, or "defender's react) to suffer difficult terrain. However, the dangerous terrain check would kick into play the moment they finished their movement.

 

Example 1:

Your Rune Priest casts Wrath in your turn. There is an enemy Tactical squad 12" away, and an enemy Assault squad 25" away. Let's say you shoot at the enemy Tactical squad, causing enough casualties to break them, and they roll an 8 to fall back. As per the rule, they must now move 4" back (halved for difficult), and test for dangerous terrain, leaving them 16" away from the Rune Priest

 

In your opponent's turn, he Deep Strikes a squadron of 3 Land Speeders within 12" of your Rune Priest, and the Assault Squad moves 12" straight towards your Rune Priest, ending 13" away. His Tactical Squad decides to sit still (assume they automatically rally)

 

His Assault Squad, unless it runs, charges, or falls back, is not subject to difficult terrain, but only dangerous (as they ended their move within 24"), and so must test for each model. Assume they all pass. His Tactical Squad did not move, and is subject to neither (again, unless they run, charge, or fall back). His Land Speeders are unaffected by difficult, but must test for dangerous. Again assume they pass.

 

Now let's say in his shooting phase, his Land Speeders kill your Rune Priest. Well as there is no longer a Rune Priest to measure to, the power is considered "dispelled" and no longer in effect. His Assault Squad and Tactical Squad are free to run, charge, or fall back without incurring penalty for difficult/dangerous terrain.

 

 

Murderous Hurricane

This power is a psychic shooting attack... Place a marker next to the affected unit - next turn that unit treats all terrain, even clear terrain, as both difficult and dangerous.

 

This is a trickier one because it doesn't kick into effect until your opponent's turn. So lets take your example for instance:

 

Example 2:

Your Rune Priest casts Hurricane on a mob of 10 Orks and kill 3. They fall back, and roll a 5. As the power doesn't take effect until next turn, they move the full 5" and are unaffected by dangerous terrain.

 

Assuming you charge them, they must again make a Morale test or be destroyed. Assume they pass. At is is still your turn, their defender's react is unaffected by terrain, and they do not roll a dangerous terrain check. Lets assume that yes, combat ensues, and you kill another 2 and fail to catch them. The remaining Orks roll a 10 and fall back 10".

 

Now when it is their turn, the mob of 5 Orks must roll a Morale test. Let's say they fail, and roll to fall back again. They roll an 8. As it is now their turn (the "next" turn), they must now fall back 4" and are subject to a dangerous terrain check.

 

 

DV8

BDS and DV8,

 

Why are you guys halving the Fall Back moves? Although the unit would have to take the Dangerous Terrain check, Fall Back are not affected by Difficult Terrain.

 

Additionally, making a regular Move through Difficult Terrain is 2d6 and take the biggest of the two, not add the dice and divide by two, as you both did.

V

BDS and DV8,

 

Why are you guys halving the Fall Back moves? Although the unit would have to take the Dangerous Terrain check, Fall Back are not affected by Difficult Terrain.

 

It was in 4th IIRC, but I've never had to fall back in 5th, so my mistake if this is no longer the case.

 

Additionally, making a regular Move through Difficult Terrain is 2d6 and take the biggest of the two, not add the dice and divide by two, as you both did.

V

 

A fall-back move is 2D6", 3D6" if you're jump infantry, is it not? Again if it's not halved, my mistake.

 

 

DV8

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