CaptinLoken Posted May 9, 2010 Share Posted May 9, 2010 So The situation is that a ork bike unit Boosted in the previous movement phase. In the proceeding turn 8 Sternguard Veterans in the Spacemarine codex Fire Dragon fire bolts. Would the Coversave given to the Orks be allowed or would they lose this save because of the Dragonfirebolts special rule? The rules are unclear and which is supper-seeding the other. Pages to refer to are page 76 BRB and page 63 in Marine codex This happened in my last game and I was a little caught off guard when my unit of Vets fired at an ork unit trying to remove the cover given to them by boosting. Just interested in hearing a realm of ideas and discussion on this. Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/ Share on other sites More sharing options...
thade Posted May 9, 2010 Share Posted May 9, 2010 Bike infantry and fast skimmers get cover saves when they turbo-boost/move flatout respectively. Note that they get "cover" saves. Anything that would deny a cover save (special ammo, flamers, whirlwind incendiary rounds, etc) will do just that: deny their cover save. Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2393220 Share on other sites More sharing options...
rat of vengence Posted May 9, 2010 Share Posted May 9, 2010 Thade has it. The orks get their cover saves, but Dragonfire rounds don't let them use it. MOW THEM DOWN! :P RoV Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2393270 Share on other sites More sharing options...
CaptinLoken Posted May 9, 2010 Author Share Posted May 9, 2010 I feel cheated from my last game... sighs. Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2394009 Share on other sites More sharing options...
thade Posted May 10, 2010 Share Posted May 10, 2010 No big deal, man. There are a LOT of rules; everyone of us here has had games where, had the rules been clearer or at least better known to us at the time, that game would've gone very differently. It doesn't bother me when a rule misunderstanding led to me losing a game; conversely, it bothers me a lot when a rule misunderstanding led to me winning. =( Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2394669 Share on other sites More sharing options...
Ming Posted May 11, 2010 Share Posted May 11, 2010 Agreed. Deny cover saves to bikes, seer councils, etc... Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2396147 Share on other sites More sharing options...
Mordekiem Posted May 11, 2010 Share Posted May 11, 2010 Agreed. Deny cover saves to bikes, seer councils, etc... Seer councils basic save is an invulnerable save, not a cover save. So something like a flamer or dragon fire rounds would not ignore that. However, if they are on jetbikes they also get an armor save, which can become a cover save by turboboosting. That is probably what you meant. :) Link to comment https://bolterandchainsword.com/topic/200885-specail-ammunition-vs-turbo-boost/#findComment-2396239 Share on other sites More sharing options...
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