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NOVA Open FAQ - Grey Knights


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From this thread.

 

Does the Vindicare's Turbo Penetrator round do *only* 4D6 armour penetration or 4D6+ Strength 3 (from the rules for 'sniper') and do these dice benefit from rending?

 

If Inquisitor Karamazov fires his Orbital Strike Relay using his By Any Means Necessary special rule to center the template over a friendly model and is attached to a squad, what unit(s) can the other members of his attached squad fire at? Can they fire at any enemy unit hit by the blast, fire independently of Karamazov, or must they forgo shooting for the turn, as Karamazov is targeting a unit that the other models are unable to target normally?

 

If more than one unit that has Cleansing Flame is involved in the same assault, are their uses of Cleansing Flame handled sequentially or simultaneously? IE, two units of Purifiers assault an Ork Boyz mob of 30 models, are 60 dice rolled for Cleansing Flame or 30 dice and then 30 minus the casualties inflicted by the first use?

 

Can embarked units disembark from a non Fast Transport after it has been subject to The Summoning? The Summoning makes vehicles effected by it 'count as moving Flat Out', which non Fast Vehicles are usually unable to do, and the restrictions in the rule book for not being able to disembark after moving Flat Out apply to Fast Vehicles only.

SW, thanks for the heads-up but honestly I think most of those are really already answered by RAW:

 

-Vindicare is S3 + 4d6 due to the Sniper rule (not sure GW meant it that way but thats the RAW)

-Karamazov targeting a friendly squad means the squad he's attached to can't fire due to targeting restrictions (can't normally fire on a friendly)

-Each Purifier squad would roll a single d6; if both come up 4+ then the boyz take 60 wounds total (powers go off simultaneously)

-Even though the restriction against disembarking after moving flat out appears under Fast vehicles, the BRB is clear that you can't disembark from a vehicle that has moved in such a manner

 

We have clarified how Cleansing Flame works by RAW. Given that there is no initiative order for psychic powers they must all go off simultaneously (unless otherwise specified). So the poor, unfortunate boyz would be suffering a lot of wounds from two 4+ rolls in this example.

 

I may plug these into the FAQ if people are genuinely confused as to how they work - let me know.

 

As an editorial comment, Cleansing Flame wounding on a single 4+ does seem to fly in the face of GW "game design" (such as it is) but conversely it does make for an interesting "all or nothing" effect. GW does seem to be introducing rules that rely heavily on a single d6 (if the rumored Sisters rules are to be believed).

Heh, I'm glad someone thinks they're so easy. Those issues have spawned pages upon pages of heated debate here :tu:

 

The argument about the Turbo Penetrator is that the entry states that its armor penetration "is 4d6" which seems to be a case of Codex over BRB, removing the usual +3 from Sniper, while the other line of thought is yours (and mine).

 

Karamazov I agree with, but I thought it was along the same lines of importance.

 

Your solution to the Purifiers is the simplest, but I'm of the other school of thought; nothing in 40k ever happens truly simultaneously outside of models with the same Initiative score in close combat and units firing their ranged weapons. I'd think that the Purifiers would have to take turns to follow the normal rythm of 40k actions, as un-RAW as that sounds. Also, I'd prefer a mass dice throw over a pass-or-fail single die method, but I'm not the TO :D

 

I agree with your disembarking ruling; its fairly obvious that the BRB wasn't written with foreknowledge of everything codices would come up with over its lifespan, and non-Fast vehicles that are forced to move Flat Out should be treated as though they were Fast for the purposes of disembarking immediately afterwards. The RAW lawyers disagree, though. ;)

 

But really, the "high ticket items" of the GK codex were taken care of with the GK FAQ and update.

 

There's a ton of other issues in that thread, but they're minor or unlikely imo.

Oops, I didn't meant to make these sound oversimplified.

 

I will add the Vindicare and Karamazov items in the GK and add the disembarking from flat out to our general rules FAQ section.

 

I do agree that the GW FAQ hit the big stuff for which I was impressed and frankly grateful.

 

I really appreciate everyones help in bringing the current issues to the fore. Now I just have to find a Dark Eldar forum to do the same.

The FAQ is finally done and I wanted to say thank you to everyone who helped me get the GK section up to snuff.

 

Here it is in all its glory:

 

Grey Knights FAQ

• Cleansing Flame – roll a d6 for every enemy model involved in the assault

• The Summoning - a Summoned unit is placed within 6" of the Librarian and then scatter is rolled via the Deep Strike rules

• The presence of a servo-skull within 12" reduces the scatter of a summoned unit by d6 as the Servo-skull rules encompass any unit arriving by Deep Strike

• A teleport homer has no effect on the Summoned unit as Teleport Homer rules explicitly state that units "teleport onto the battlefield" and Summoning does not indicate that the Summoned unit is teleporting

• Warp Rift and Neural Shredder - these are template attacks that work against the unit as a whole and do not single out individual models; Warp Rift rolls against the majority Initiative of the unit and Neural Shredder rolls against the majority Leadership

• Vindicare Turbo-Penetrator – against vehicles, damage from a turbo-penetrator round starts with a base strength of three (3) per the Sniper rules from the main rulebook

• By Any Means Necessary – when using Karamazov’s special rule to target a friendly unit the squad he is attached to will be unable to fire given the main rulebook restrictions against firing on friendly models

• Modrak’s generated Ghost Knights do not count for additional victory points when they are killed

• Witch Hunter Excruciator - Grey Knight units with the Brotherhood of Psykers special rule only generate additional victory points if the entire unit is destroyed at the end of the game; all henchmen psykers within a given squad must be destroyed to generate victory points from the Excruciator

 

The major change is to Cleansing Flame. After some internal discussion we decided that most folks are playing the roll to wound as per model and not a single d6 for everyone (even though that does seem to be the RAW). So in the interest of simplicity we decided to stick with 40k precedent and require that each model in combat be rolled for individually.

 

Thanks again for all the help!

• Vindicare Turbo-Penetrator – against vehicles, damage from a turbo-penetrator round starts with a base strength of three (3) per the Sniper rules from the main rulebook

 

Silly.

 

Its true that the sniper rule gives the rifle a base strength of 3 – when using any other round but the Turbo-Penetrator – but the TP overrules this with having a finite AP of 4D6. For the same reason the TP doesn't lose its many dice against targets disallowing extra AP dice, since it is not a set of bonus dice like meltas +1d6.

 

With an average roll of 14 and being AP1, the TP is still the greatest tank hunter in the game, no reason to overdo it – and absolutely no reason to opening up loopholes, where the game's supersniper is rendered impotent vs. certain targets.

What is there to argue about really. The turbo penetrator from C:DH was worded the same, and FAQ:ed to be be 3+4d6+rending.

 

Why would this have changed? Because it's better with AP1 now, unlimited shots, more dices etc, people suddenly think that's wrong?

Can Mordrak or any other GM make Mordrak scoring with grand strategy? And if so, does he still count as scoring if he generates ghost knights?

 

I say yes, becuase "Mordraks unit of ghost knights" are not being targetted by the ability in question, but it is open to discussion...

  • 3 months later...

Hi, sorry to revive a relatively old thread, but I prefer this course of action (as would the mods I assume).

 

My querry involves Kara. The posts in this thread affirms that models attached to Kara CANNOT SHOOT IF KARA USES his special OSR.

Thus, if you intend to utilise Kara's "at all means necessary rule", then it would be a waste to include jokaeros, gun servitors, and shooty units, since they CANT FIRE AT FRIENDLY UNITS. Would this be correct?

 

If this is, then Kara's henchie squad would be comprised of just crusaders, and maybe some cheap warriors for wound allocation. For including the above units ^ would not be very synergistic (if you plan on using the special OSR, that is). Has anyone had any success (or failure) with Kara, and is his special OSR a bit overrated? Personally, I feel its quite gimmicky, but I LOVE the model. Im in a great quandry, so if theres any insights anyone can shed any experience on the matter, then I would greatly appreciate any sharing of your experiences.

 

Sincerest gratitude,

Neonfunk

I had some luck with him and a solodin. It was situational though. Best thing is since he's infantry you don't have to worry about 50% cover. He gets a cover save just like the normal rank and file guys. I also took 5 blank acolytes for wound soakage

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