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Vindicare assassin


Sohail187

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Yes.  They lose *any* Invulnerable save granted by Wargear.  Both of Logan's are from Wargear (Belt of Russ and TDA).  Both go.

 

For those without the FAQ;

 

 

 

Q: Does the Vindicare Assassin’s Deadshot special rule supersede the

Look Out, Sir special rule for the purposes of Wound allocation,
meaning that the player who owns the Vindicare Assassin is still
allowed to allocate the wounds from its shooting even if their opponent
makes and passes a Look Out, Sir roll? (p53)
A: Yes.

 

 

Edit: Quotes going funny. lol

Is there a definate ruling on the turbo penetrator,  basically the 4d6 one.  is it 4d6 +4 or just 4d6?

IIRC, sniper weapons count as strength 3 against vehicles, but since snipers are rending, every 6 you roll adds an extra D3 (so 3+4D6+(any rend results)=popped tank)

Pretty sure you would add the 4, as the rule states "this shot has an armour pen of 4D6." When you roll for armour pen the strength of the weapon always gets tacked on

 

Actually as far as I am aware you don't get your strength added on at all. You do get the bonus from rending but the round itself changes the normal rules for penning armor. The normal rules are S + D6, some rolls add a second D6 to this as well. The turbo penetrator tells you exactly what it uses for deciding armor pen.

 

Again this might just be me, but the few GK players I know have always done it this way. After all, advanced rules trump basic rules, and codex trumps rulebook.

Well I guess that still leaves you with a 2/3 chance of averaging 16 (4d6 = average of 14 with 2/3 chance of rending adding 2).  I think it still needs an FAQ as either interpretation can be argued correctly. 

 

Not really, it tells you what it rolls for armor pens, which means it isn't following the normal rules of S+D6. Now if it rolled an additional 3d6 that would be a different story. Again though I've never seen it played that way despite having several former GK players in the area.

Here's another that needs to be faq'd the vindicate shield-breaker if I'm reading both correctly it should cause a riptide to loose its 3+ involve after activating it nova reactor, if you look at it this way a terminator has a 5+ a nemesis force sword grants it+1 to its inv, if shield breaker takes away it's original involve then it doesn't get the +1 and has no involve, the ruptures shield generator is a piece of warhead the nova reactor makes "that" shield stronger so if it looses that shield then the nova reactor has nothing to improve

While the RAI should be the Shield-breaker removes both the Riptide Shield Generators 5++ save *and* the Nove 3++ Save (as the RAI is the Nova increases the potency of the RSG), by RAW I'd say no, sadly.

 

It wouldn't matter if the Nova reactor wasn't active when the Shield-breaker round hits, as it stops any Invulnerable save form wargear  immediately and for the rest of the battle.

 

Sadly, the Nova Reactor (which states "Nova Shield - Grants the Riptide a 3++ Save" - paraphrased) *isn't* Wargear, but a special rule.

 

Go figure.

 

As a special rule, the Shield-breaker round does nothing to the Invulnerable save granted by the Nova Reactor.

This is what I thought I was just really hopeful when I read the fluff piece that proceeds the riptide shield generator, it says that this shields potency can be increased by drawing power from the nova reactor I thought somone may be able to figure out the wording to make shield breaker supersede this.

 

One cool thing to note about shield breaker though in case anyone overlooked it, it says once a wound is "allocated" not resolved so even against a model like Lysander he would lose the save from his storm shield, his terms armour and because the exitus pistol and rifle are AP1 he would even get an armour save, so it's almost an auto wound once u resolve against his toughness, just saying with this shot it is a great way to attempt daly the warlord and first blood all in the same turn.

 

Lastly my vindicate is in almost every list I play for one purpose and that to get rid of a model I'm going to have trouble with and HQ, or a landraiders, I'll infiltrate him super close and out of LoS so I can run forward and pop a tank with my pistol if I have to as long as my 145 point model takes out somthing 145pts or higher that I have trouble with I consider him a good investment

The Vindicare is unlikely to take out a Riptide anyway, so it's kinda a moot point. You're far better off using the Vindicare to pick out squad leaders, Ethereals and murdering the annoying 'Support O' suit. 

 

Lysander has 4 wounds, so you'll probably need other stuff to kill him off, not just the Vindicare. Definitely get rid of the shield save though, it's why he's so annoying as a character. 

Yes agreed you'll need other stuff to pick him off but getting rid of lysanders 3+ and 5+ with one shot, and do the same to other characters are kool, also if you get first turn you can infiltrate you vindicate close use your pistol and then assault with him WS 8, 5 attacks on the charge, not saying that's smart just another option, like I said he only have one use for me to hopefully get rid of somthing of equal or greater value that will give me trouble

the ruling on the exitus rifle: its 4d6+1d3 per rolled 6.

vindicare is also generally used as a tank popper (you can potentially pop an av 36 vehicle!!!!) since the vindicare is our only really good reliable way of dealing with AV14 (and an assasin has a statline to make a phoenix lord jealous).

you have different ways to deal with riptides: psycannons, psiflemen, str 5 storm bolters, dakka-ravens and all the ID weapons you got knocking around

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