CheezeFezt Posted April 15, 2011 Share Posted April 15, 2011 I'm confused. If IC are attached to a unit and the IC have blind grenade, rad grenade, brain mine, and another IC have brain mine and pscho-choke grenade, exactly how many can you throw? I couldn't find the revelant section in the BRB. Do you have to choose one grenade you throw or you get to throw them all? The brain mine doesn't specify use on the turn you assault/assaulted. Read like you can use it every player turn. Did I read that right? Also, it doesn't specify a model may only be the subject of one brain mine, so if multiple IC with brain mine surround a model, they can each try to plant one? And termie can throw grenades? I thought models in termie armor were not allowed to throw grenade. Or was that 3rd ed rule? The more I read Codex: GK, the brokeniner it get. Can I even play them without my opponent just getting up and leave? Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/ Share on other sites More sharing options...
Drudge Dreadnought Posted April 15, 2011 Share Posted April 15, 2011 Actually, the grenades work just like any other marine codex. GKs are not broken here. The confusion is that there is no throwing involved at all. You get the effects of all grenades all the time. There is no rule against termies using grenades. It is just that Codex terminators don't traditionally have them. Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725074 Share on other sites More sharing options...
Seahawk Posted April 15, 2011 Share Posted April 15, 2011 You can throw/use each and every grenade you're allowed to use in a given situation, as all grenades are "passive" and thus always on, excepting krak and meltabombs. Psychotroke, psyk-out, and Rad grenades are all "when launches an assault, or is assaulted." This covers all other grenades. Brain mines don't say one use, so you can use them every turn, just at the beginning of an assault. Each bearer can nominate one enemy model. And termie can throw grenades? I thought models in termie armor were not allowed to throw grenade. Or was that 3rd ed rule?Of course they can; they are equipped with them after all. Anybody that tells you otherwise is just mixing up rules from 2nd-3rd edition. In fact, most of your confusion lies in simple hangover rules thoughts that no longer exist -_-. This is 5th edition now! Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725079 Share on other sites More sharing options...
Liberame Posted April 15, 2011 Share Posted April 15, 2011 You can throw/use each and every grenade you're allowed to use in a given situation, as all grenades are "passive" and thus always on, excepting krak and meltabombs. Psychotroke, psyk-out, and Rad grenades are all "when launches an assault, or is assaulted." This covers all other grenades. Brain mines don't say one use, so you can use them every turn, just at the beginning of an assault. Each bearer can nominate one enemy model. And termie can throw grenades? I thought models in termie armor were not allowed to throw grenade. Or was that 3rd ed rule?Of course they can; they are equipped with them after all. Anybody that tells you otherwise is just mixing up rules from 2nd-3rd edition. In fact, most of your confusion lies in simple hangover rules thoughts that no longer exist -_-. This is 5th edition now! Your right on all accounts except the Psyk-out grenades. They are only when you have launched the assault. If you let a Psyker or Daemon assault you, they strike at normal initiative. That lets other guys stand somewhat of a chance and you should still be wary of Mephiston. Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725359 Share on other sites More sharing options...
Seahawk Posted April 15, 2011 Share Posted April 15, 2011 Your right on all accounts except the Psyk-out grenades. They are only when you have launched the assault. If you let a Psyker or Daemon assault you, they strike at normal initiative.Hmm, really? My codex says as I said it... :wacko: Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725549 Share on other sites More sharing options...
Inquisitor Fox Posted April 15, 2011 Share Posted April 15, 2011 Brain Mines make assaulted greater daemons sad... :huh: Just a thought... Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725660 Share on other sites More sharing options...
spu00sed Posted April 15, 2011 Share Posted April 15, 2011 I am also interested if Psychotroke and rad grenade effects stack if more than one charcater has them. Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725774 Share on other sites More sharing options...
Liberame Posted April 15, 2011 Share Posted April 15, 2011 Your right on all accounts except the Psyk-out grenades. They are only when you have launched the assault. If you let a Psyker or Daemon assault you, they strike at normal initiative.Hmm, really? My codex says as I said it... :) Yeah I had to double check my codex to make sure. Psyk-out says only when you launch the assault, all other grenades mention you assaulting or being assaulted. Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725898 Share on other sites More sharing options...
StormTAG Posted April 15, 2011 Share Posted April 15, 2011 Brain Mines mention that they happen after everyone has moved but before attacks are made. Does that mean they're after the affects of normal grenades? I may have to model one of those smoke grenade launchers on my GM to explain how he's throwing 3-4 different kinds of grenades every round. xD Link to comment https://bolterandchainsword.com/topic/227475-grenades-grenades-mines/#findComment-2725903 Share on other sites More sharing options...
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