Jump to content

6th ED SW FAQ new questions


Recommended Posts

Are Arjac and Lukas stated to be characters

 

Arjac has got to be a character because of this .. on page 2 of the SW FAQ

 

Page 51 – Arjac Rockfist, Grimnar’s Champion.

Change the second sentence of the first paragraph to read

“Arjac must always issue and accept a challenge whenever

possible. If there is more than one of your models in a combat

with this special rule, you may select which model issues or

accepts the challenge.”

 

 

Lukas must be aswell by the same token. on page 5 of the SW FAQ it has the following..

 

Q. How does the Pelt of the Doppegangrel work? (p 52)

A. the Pelt of the Doppegangrel does not work unless Lukas is involved in a Challenge.

 

SO, obviously he has to be a character or the Pelt would never work, ever. Not sure if it works the same way if he is the last person in the unit but it seems pretty clear cut.

 

Who can accept or issue challenges? Only Characters.

I...what?

 

I think the codex has aged perfectly fine, in fact the changes have HELPED a good few of our units, take Terminators, Grey Hunters Blood Claws (SCCWs safe from challenges), Swiftclaws and Skyclaws.

 

Plus you know, infantry forces are looking to have a better time of 6th.

He writes very good contemporary dexes but when an edition is updated they don't tend to fare as well post-changeover e.g. in the Wolf Book we've got very little beyond Njal's Lord of Tempests and Divination to combat Flyers without allies being involved.

 

The other thing he does consistently is have some very good and some very bad units within the same sections of an army so that the choice is a no-brainer. Grey Hunters v Blood Claws. Skyclaws v the rest of Fast Attack. Lukas v Arjac. It happens across the other books he's written too: Ork Nobs/Biker Nobs v Meganobs. Mek Shokk Attack Gun. Wierdboy Warpheads. The DE Executioner and Mandrakes.

 

Mat Ward has his detractors (Oh God, his fluff...) but at least he gives you lots of options within his Codices. Even if GK were no-brainers in 5th.

 

If you want to see Phil Kelly at his worst then go and play Dreadfleet. Then you'll see that random ;) is random is no fun at all.

 

Now, back OT.

 

Why would it matter if they were stormbolters or rapid fire? As far as I can tell it doesn't matter how many shots you take, you can have more than one precision shot?

I'm just assuming that people will run a mix of weapons in their units i.e. Combi-weapons and Storm/Bolters galore backed up with Cyclones.

I do not understand why every one thinks we (and by we I mean all Space Marine armies) do not get flakk missiles. It does not have to be mentioned in the FAQ because the rulebook makes it very clear. Flakk missiles are listed in the new basic profile for missile launchers. There is no mention of restrictions or purchasing costs, it should be considered in the same way as AP3 being added to the power sword profile. Therefore every codex that includes "missile launchers" (SM, BA, SW, DA, IG) may now opt to fire flakk missiles in the same manner as choosing frag or krak.

 

I know a SW player who always preferres lascannons and heavy bolters for his LFs, but he now plans on having at least 2 missile launchers in each pack (mostly to hit flyers).

 

I use two different Dev. squads, one of which uses 3 missile launchers, which now have the option to fire flakk.

I do not understand why every one thinks we (and by we I mean all Space Marine armies) do not get flakk missiles.

 

Read this thread in the Official Rules section. It's gotten up to 5 pages now, with a few folks holding out, but most have come to the conclusion that nobody has access to Flakk Missiles, yet.

 

Valerian

I do not understand why every one thinks we (and by we I mean all Space Marine armies) do not get flakk missiles.

 

Read this thread in the Official Rules section. It's gotten up to 5 pages now, with a few folks holding out, but most have come to the conclusion that nobody has access to Flakk Missiles, yet.

 

Valerian

 

Pg 57 "says some have the option to upgrade". Basic English doesn't preclude some also just having Flakk, its not used exclusive terms. So lets go to the brand new weapon section starting on pg 414 see which if any has this new fire mode.

 

Cyclone Missile Launcher? Nope just Frag and Krak

 

Eldar Missile Launcher? Nope just Frag and Krak

 

Missile Launcher? Frag, Krak, Flakk

 

Typhoon Missile Launcher? Frag, and Krak

 

Might some of these other missile launchers have the option to upgrade? Maybe in the future. In a new codex they may just be given flakk ammo in their summary. Would the community then argue that they don't get flakk because they didn't purchase an upgrade? That's nonsensical. I can assure you there won't be an F.A.Q on it, generally there never is when we've seen similar issues before.

 

Chooser of slain does the +1 BS come after the Snap fire modification(signum as well)

 

added

 

Static modifiers are applied after bonuses. IE halberds give +2 I, whip coils make you I1. You recieve the bonus but are then made I 1. This in the rulebook pg. 2

I do not understand why every one thinks we (and by we I mean all Space Marine armies) do not get flakk missiles.

 

Read this thread in the Official Rules section. It's gotten up to 5 pages now, with a few folks holding out, but most have come to the conclusion that nobody has access to Flakk Missiles, yet.

 

Valerian

 

Pg 57 "says some have the option to upgrade". Basic English doesn't preclude some also just having Flakk, its not used exclusive terms. So lets go to the brand new weapon section starting on pg 414 see which if any has this new fire mode.

 

Cyclone Missile Launcher? Nope just Frag and Krak

 

Eldar Missile Launcher? Nope just Frag and Krak

 

Missile Launcher? Frag, Krak, Flakk

 

Typhoon Missile Launcher? Frag, and Krak

 

Might some of these other missile launchers have the option to upgrade? Maybe in the future. In a new codex they may just be given flakk ammo in their summary. Would the community then argue that they don't get flakk because they didn't purchase an upgrade? That's nonsensical. I can assure you there won't be an F.A.Q on it, generally there never is when we've seen similar issues before.

 

Chooser of slain does the +1 BS come after the Snap fire modification(signum as well)

 

added

 

Static modifiers are applied after bonuses. IE halberds give +2 I, whip coils make you I1. You recieve the bonus but are then made I 1. This in the rulebook pg. 2

 

I completely agree with Baluc and CaptainLNH. The rulebook clearlyshows flakk missiles in the basic missile launcher profile. Generally though only imperial forces use standard missile launchers, the "upgrade" mentioned is probably GW leaving their options open for future changes. Not every launcher needs Skyfire. The Tyhpoon launchers on the Stormraven and Stormtalon (and the Stormtalon's Skyhammer launcher) will probably never get the Skyfire rule because as flyers they do not need it.

Chooser of slain does the +1 BS come after the Snap fire modification(signum as well)

 

added

 

Static modifiers are applied after bonuses. IE halberds give +2 I, whip coils make you I1. You recieve the bonus but are then made I 1. This in the rulebook pg. 2

You might want to read this thread : http://www.bolterandchainsword.com/index.p...howtopic=255398

Snap Fire and Signum both cause the models to use a static BS value. The BS 5 from Signum overrides the BS 1 from Snap Fire, due to the rules on Pg.2 for Multiple Modifiers and Basic Vs Advanced.

Chooser of slain does the +1 BS come after the Snap fire modification(signum as well)

 

added

 

Static modifiers are applied after bonuses. IE halberds give +2 I, whip coils make you I1. You recieve the bonus but are then made I 1. This in the rulebook pg. 2

You might want to read this thread : http://www.bolterandchainsword.com/index.p...howtopic=255398

Snap Fire and Signum both cause the models to use a static BS value. The BS 5 from Signum overrides the BS 1 from Snap Fire, due to the rules on Pg.2 for Multiple Modifiers and Basic Vs Advanced.

 

I was answering the specific question...

 

A signum doesn't give you BS5, it lets you use the sergent's BS, not a modifier. You're are shooting a flyer and thus you shoot at BS1.

I completely agree with Baluc and CaptainLNH. The rulebook clearlyshows flakk missiles in the basic missile launcher profile. Generally though only imperial forces use standard missile launchers, the "upgrade" mentioned is probably GW leaving their options open for future changes. Not every launcher needs Skyfire. The Tyhpoon launchers on the Stormraven and Stormtalon (and the Stormtalon's Skyhammer launcher) will probably never get the Skyfire rule because as flyers they do not need it.

 

I'm not a Mod, but take it over to the thread that I linked to in the OR subforum please. This thread is cluttered up enough as it is.

 

Valerian

I completely agree with Baluc and CaptainLNH. The rulebook clearlyshows flakk missiles in the basic missile launcher profile. Generally though only imperial forces use standard missile launchers, the "upgrade" mentioned is probably GW leaving their options open for future changes. Not every launcher needs Skyfire. The Tyhpoon launchers on the Stormraven and Stormtalon (and the Stormtalon's Skyhammer launcher) will probably never get the Skyfire rule because as flyers they do not need it.

 

I'm not a Mod, but take it over to the thread that I linked to in the OR subforum please. This thread is cluttered up enough as it is.

 

Valerian

 

 

 

^ Seconded. You guys are going a bit off topic.

I dont see any flyers or AA weapons in my original C:SM book which is ward......

where my IG has both

BA and GK are newer and more aware of the changes to come as 6th ed devlopment had already started

IG written by Cruddace.

Wasn't this done before the Wolves? Yet it has lots of AA and units that's adapted well to 6th? Even the Nids have improved and they were arguably the worst performer in 5th.

 

I use two different Dev. squads, one of which uses 3 missile launchers, which now have the option to fire flakk.

They don't. But feel free to submit it as a question to get an answer. Bear in mind that GW are both slow and inconsistent with their FAQs so don't be surprised if they take ages and disappoint you with their answers.

I dont see any flyers or AA weapons in my original C:SM book which is ward......

where my IG has both

BA and GK are newer and more aware of the changes to come as 6th ed devlopment had already started

IG written by Cruddace.

Wasn't this done before the Wolves? Yet it has lots of AA and units that's adapted well to 6th? Even the Nids have improved and they were arguably the worst performer in 5th.

 

I use two different Dev. squads, one of which uses 3 missile launchers, which now have the option to fire flakk.

They don't. But feel free to submit it as a question to get an answer. Bear in mind that GW are both slow and inconsistent with their FAQs so don't be surprised if they take ages and disappoint you with their answers.

hmm Dan your evil man and i love you for it

 

wheres my rulebook

 

hmm Dan your evil man and i love you for it

 

wheres my rulebook though if your talking overwatch you shoot before they move

 

 

edit thats the second time a quick edits created a double post

the new assault rules say that if you assault throw difficult terrain your at I1 so does that mean i can use my rune priest to mh a unit in one turn and then jaws them the next with a snap shot?

 

If I am not mistaken, you cannot snap fire with any shooting attack that automatically hits are does not use a BS.

the new assault rules say that if you assault throw difficult terrain your at I1 so does that mean i can use my rune priest to mh a unit in one turn and then jaws them the next with a snap shot?

 

I'll double check this, but I think that it is referring to striking @ I1 (since it references assaulting through DT), especially since assaulting into Cover has long had the assaulting unit strike @ I1.

 

Remember, JotWW uses the stat block number for Initiatve; not when they actually attack due to modifiers.

if you MH a unit they are in difficult and dangerous terrain even when in the open. they are only I1 on the charge unless they have grenades. you cannot MH a unit and then JoTWW on them at I1, they will be normal I until they charge.

 

and they are not I1 until the fight subphase happens also. since they have not made combat yet

 

nice try.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.