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6th ed FAQ


boreas

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The librarian has a serious amount of challenge potential with a stave and the divination spells, one lets you reroll hits, wounds and saves. Which means with a stave in cc it takes on average 36 AP2 wounds to kill him. Even if you're opponent is in terminator armour chances are he's gonna die before you do.

 

About Librarian's powers: do you know how many rolls on the discipline chart a Mastery 3 Librarian takes?

The FAQ, WD and the booklet with card set say a Librarian choose a number of powers equal to his mastery level. However later says he cannot exchange Hammerhand.

 

Does it means he rolls twice on the the charts and have 3 powers or roll three times and add the powers to hammerhand?

 

I had the same question earlier which someone was good enough to clear up for me in the psychic powers thread. You get three rolls on the tables, any combination. The hammer hand may not be exchanged comment means we can't swap hammer for the base power on any of the tables, like you can if you don't like a result you've rolled. Therefore you get 4 powers in total, including hammer hand.

 

That's how I am tracking it, as well.

 

V

The librarian has a serious amount of challenge potential with a stave and the divination spells, one lets you reroll hits, wounds and saves. Which means with a stave in cc it takes on average 36 AP2 wounds to kill him. Even if you're opponent is in terminator armour chances are he's gonna die before you do.

 

About Librarian's powers: do you know how many rolls on the discipline chart a Mastery 3 Librarian takes?

The FAQ, WD and the booklet with card set say a Librarian choose a number of powers equal to his mastery level. However later says he cannot exchange Hammerhand.

 

Does it means he rolls twice on the the charts and have 3 powers or roll three times and add the powers to hammerhand?

 

I had the same question earlier which someone was good enough to clear up for me in the psychic powers thread. You get three rolls on the tables, any combination. The hammer hand may not be exchanged comment means we can't swap hammer for the base power on any of the tables, like you can if you don't like a result you've rolled. Therefore you get 4 powers in total, including hammer hand.

 

That's how I am tracking it, as well.

 

V

 

Wonderful. Thanks for the info.

Oh fancy this: combat squads may share a ride!!! So, 1 unit of purifiers, divided in 2 squads of 5 can share a LR and assault separate units!

Very fancy indeed. You may still have a 10 men assault force (provided you are not very unlucky with dices rolls) but two scoring units! Amazing!

 

EDIT:

 

That's a shame about the Dreadknight, would have made it one of the best MCs in the game. Now it seems a tad over priced for what it does with the PT

It's a very unfair treatment for our DK. Winged Daemon Princes were the same type of unit in 5th edition and now they are flying MC. Why DK is not? PT is truly too overpriced for what it does

 

looks like daemon princes are jump not flying

It specifies that only grey knight libbies, inquisitors and coteaz can swap their powers for the new ones.

 

Unless I've read it wrong...

 

You haven't. it is restricted to the Librarian, Inquisitors who have purchased the ability to become a Psyker, and Inquisitor Coteaz (who is a Psyker anyway).

Why are people saying that all paladins and dreadknights are characters?

 

If they are then they all get precision shot and precision strike!

 

This seems too powerful

Rulebook appendix defines them characters. Paladins can even use the look out sir roll to allocate wounds to other models.

The Summoning still doesn't work with Teleport Homers.

 

/sigh

I wonder why giving Librarians the option to get Teleport Homer. If it cannot be used with Summoning but only for the "standard teleport insertion" why GM don't have it? It would be more logical for them to carry it...

Aye, Paladins as characters rock! Taking a mixed load-out ensures you have the right tool for the job when someone challenges you. And if some solo character challenges you, you can choose to let 1 Paladin sit it out and let the rest of the squad beat him, or have one try to kill the solo character.

I kinda liked the FAQ overall, dunno how long the hilarity of the reference sheet will continue (really GW? I get to challenge out powerfists with a DK or a Paladin? Sounds fair)

 

Purgators are now a viable choice, now that 'Astral Aim' has done away with the stupid 4+ cover bonus to its target. Combined with the Divination power to Ignore Cover, they are going to be an annoying and cost-effective Heavy choice over the boring but reliable PsyDread we normally take. Needless to say though, Purifiers are still better if you want a full strength squad.

 

Librarian won't wanna swap his powers for Divination, but Coteaz will, and so will psyker Inquisitors. Remember, you keep 'Hammerhand' in all cases, and the ability to force weapon people (and force weapons have been changed in main rules to work like nemesis weapons now, ie activate once, all unsaved wounds you inflict cause ID). Very nice, Divination is one of the more powerful tables (next to Biomancy and Telepathy).

 

Psychic hoods are worse, sigh, can't ever be used to block enemy buffing now (which was the main point of them before, urgh GW why are you so derpy?). PsyDreads only get better as a result, -4 to Leadership is a better defense than the 5+ 'Deny the Witch' we will usually get.

 

To clarify for all the bleating some are making, no nemesis hammers are still AP2 and still have pretty much all the same rules as before. Staves are AP3 for us, its annoying that only hammers ignore 2+ armour but TBH we don't fight Terminators all too often anyway, and your squad hammer/two hammers should be enough in most cases. Failing that, just cast 'Hammerhand' and force saves like everyone else.

 

Regarding DK, the nemesis hammer still isn't as good as the greatsword. You just switch to Smash attacks against vehicles (you only need one good penetrating hit, which isn't hard when you re-roll everything), and against multi-wound characters you just turn on force weapon (its a buff, so 'Deny the Witch' can't block it). I4 is still a problem though, as is the lack of grenades, so be careful who you try to assault. Making it a character is silly though, it makes sniping out squad powerfists so much easier (don't even need to killzone it).

really GW? I get to challenge out powerfists with a DK or a Paladin? Sounds fair

 

Hidden powerfists on squad leaders are complete no-brainers in 5th edition. People might actually have consider their choice of weapon now. On the flip side, I always found it silly that a Monstrous Creature couldn't hurt the guy with the powerfist beating his face in, just because there were two dozen other guys cheering him on. :)

Regarding DK, against multi-wound characters you just turn on force weapon (its a buff, so 'Deny the Witch' can't block it).

 

I don't mean to be inflammatory but is this a definite? I've been wondering about this, for a while (before 6th ed came out). Activating a Force Weapon is technically a Psychic Power so how is it affected?

Oh yes, a unit of characters that can "look out sir", bring the right model to take out any enemy character and fire precision shots. I'm really looking forward to putting my paladins on the table again.

Not to mention most paladin squads are lead by Draigo on the battlefield. Put him on the front line with his 2+/3++ saves with a 5+ FNP no longer negated by AP2 weapons and you can re-allocate wounds to whatever Paladin you wish with a roll of 2+. You no longer have the need to field everyone with different equipement since you choose the character for "look out sir".

Hidden powerfists on squad leaders are complete no-brainers in 5th edition. People might actually have consider their choice of weapon now. On the flip side, I always found it silly that a Monstrous Creature couldn't hurt the guy with the powerfist beating his face in, just because there were two dozen other guys cheering him on.

 

It really screws certain armies though, not having that failsafe. Orks for example, lots of MeQ units etc. If you have a decent combat statline and you are a character, challenging out fists makes you much tougher (not to mention, you only have to worry about killing the fist, as the challenge makes you invulnerable for that round). Hidden fists were dumb, but they at least offered a way out. Now, its pretty easy to snipe out the problem and neuter the unit. Lot of that going on in 6th.

 

I don't mean to be inflammatory but is this a definite? I've been wondering about this, for a while (before 6th ed came out). Activating a Force Weapon is technically a Psychic Power so how is it affected?

 

'Deny the Witch' only works on powers that target you. Buffs, novas (the new term for AOE's centered on the psyker) and other things that don't target you directly are unaffected. Its just like the Aegis for Knights, you have to directly target the unit for Aegis to activate.

I don't mean to be inflammatory but is this a definite? I've been wondering about this, for a while (before 6th ed came out). Activating a Force Weapon is technically a Psychic Power so how is it affected?

 

'Deny the Witch' only works on powers that target you. Buffs, novas (the new term for AOE's centered on the psyker) and other things that don't target you directly are unaffected. Its just like the Aegis for Knights, you have to directly target the unit for Aegis to activate.

 

Wonderful, thanks for that info.

Hidden powerfists on squad leaders are complete no-brainers in 5th edition. People might actually have consider their choice of weapon now. On the flip side, I always found it silly that a Monstrous Creature couldn't hurt the guy with the powerfist beating his face in, just because there were two dozen other guys cheering him on.

 

It really screws certain armies though, not having that failsafe. Orks for example, lots of MeQ units etc. If you have a decent combat statline and you are a character, challenging out fists makes you much tougher (not to mention, you only have to worry about killing the fist, as the challenge makes you invulnerable for that round). Hidden fists were dumb, but they at least offered a way out. Now, its pretty easy to snipe out the problem and neuter the unit. Lot of that going on in 6th.

 

It just means that you can't have a solo powerfist in a squad doing all the heavy lifting anymore. You either have to look towards different options, such as a higher initiative weapon, or add another character so you always have one available. Or try avoid enemy units with characters, as hidden powerfists still work very well against non-character Monstrous Creatures and vehicles.

It just means that you can't have a solo powerfist in a squad doing all the heavy lifting anymore. You either have to look towards different options, such as a higher initiative weapon, or add another character so you always have one available. Or try avoid enemy units with characters, as hidden powerfists still work very well against non-character Monstrous Creatures and vehicles.

 

I guess. I still reckon its going to lead to broken matchups for some armies, who just can't character spam like others. At least the new detachment system lets you take a few more IC's than before (four for most armies, eight for Daemons and Wolves)

Purgators are now a viable choice, now that 'Astral Aim' has done away with the stupid 4+ cover bonus to its target.

 

Is that right? I didn't notice that change.

 

Also, the DK doesn't need to use the Smash to get vehicles, just use the 5 attacks with the Doomfist in your left hand.

 

Valerian

Is that right? I didn't notice that change.

 

Also, the DK doesn't need to use the Smash to get vehicles, just use the 5 attacks with the Doomfist in your left hand.

 

Ha :P oh, but it gets better. I don't even need to use the greatsword to do it, the wording is 'a model equipped with a greatsword gets re-rolls forever'. Bahaha. S10, all four attacks (meh, I give up one attack to re-roll everything, no biggie), re-roll the D6 for pen, and still getting that +1 to damage result due to AP2 from MC rules. Lol, DK is a beast for wrecking tanks.

Is that right? I didn't notice that change.

 

Also, the DK doesn't need to use the Smash to get vehicles, just use the 5 attacks with the Doomfist in your left hand.

 

Ha :lol: oh, but it gets better. I don't even need to use the greatsword to do it, the wording is 'a model equipped with a greatsword gets re-rolls forever'. Bahaha. S10, all four attacks (meh, I give up one attack to re-roll everything, no biggie), re-roll the D6 for pen, and still getting that +1 to damage result due to AP2 from MC rules. Lol, DK is a beast for wrecking tanks.

 

Why do you give up an attack to re-roll everything? Neither are Specialist weapons, so you'll always get the extra attack for the off-hand weapon.

 

V

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