lt051 Posted November 15, 2013 Share Posted November 15, 2013 So with the new-ish rules regarding the servo harness: If I have a techmarine with a warding stave and I choose to use my servoharness for my attacks, do I loose the 2++ in cc? Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/ Share on other sites More sharing options...
Grand Master Caloth Posted November 15, 2013 Share Posted November 15, 2013 No you don't Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3523108 Share on other sites More sharing options...
Reclusiarch Darius Posted November 20, 2013 Share Posted November 20, 2013 I don't understand. The warding stave grants a 2+ invul in melee, regardless of whether you swing with it or not. Have they made it so you have to choose to servo-arm or swing with your force weapon? If so that's kinda hilarious but yeah, you still get your invul save in melee. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3526798 Share on other sites More sharing options...
Quozzo Posted November 20, 2013 Share Posted November 20, 2013 That 2++ can be used regardless of where the wounds comes from, provided the model is in combat, so blast weapons that "strolled" your way can take that 2++ save. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3526810 Share on other sites More sharing options...
Grand Master Caloth Posted November 20, 2013 Share Posted November 20, 2013 Also, the servo arm is essentially an EXTRA attack at I1, not you make all attacks with it, i thought Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3526862 Share on other sites More sharing options...
Jolemai Posted November 20, 2013 Share Posted November 20, 2013 That's no longer the case following the latest FAQ. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3526887 Share on other sites More sharing options...
Reclusiarch Darius Posted November 20, 2013 Share Posted November 20, 2013 Lame. Ah well, it's not like Tech-Marines were gods of melee before anyway. They're usually up the back repairing PsyDreads and shooting conversion beamers into the enemy. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3526962 Share on other sites More sharing options...
Valerian Posted November 23, 2013 Share Posted November 23, 2013 That's no longer the case following the latest FAQ. Â What does latest FAQ actually say? Â Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3529476 Share on other sites More sharing options...
Gentlemanloser Posted November 24, 2013 Share Posted November 24, 2013  Page 32 Techmarines, Servo-arm Replace this entry with the following: Range S AP Type - x2 1 Melee, Specialist Weapon, Unwieldy  Basically, it's just another weapon. It's not wargear that gives you extra attacks. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3530122 Share on other sites More sharing options...
Inquisitor Fox Posted November 24, 2013 Share Posted November 24, 2013 Note however, it pairs well with a Techmarine bearing a Daemonhammer ;) Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3530127 Share on other sites More sharing options...
Reclusiarch Darius Posted November 29, 2013 Share Posted November 29, 2013 Lol. Well I guess you're never using anything else in melee. I still reckon Tech-Marines are better with conversion beamers than being in an assault anyway. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3533447 Share on other sites More sharing options...
lt051 Posted February 17, 2014 Author Share Posted February 17, 2014 so not to revive and old topic but...... Â I didnt look at this after the first comment, but apparently alot of people didnt realize the rule changes regarding servo harness, so what is the opinion on this now? Would my tech marine have to choose between power fist attacks and a 2++? Or do I get both? Â The wording is for the stave is "weilding" in the codex so its kinda vague. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3596093 Share on other sites More sharing options...
Reclusiarch Darius Posted February 17, 2014 Share Posted February 17, 2014 You get your 2++. The stave says 'wielder', that means the model that has it equipped. It doesn't magically lose it's stave if you don't use it in melee, it's always on passively. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3596117 Share on other sites More sharing options...
Kenderleech Posted February 18, 2014 Share Posted February 18, 2014 Also, note that the harness gives you TWO servo arms, so you have 2 supapowafists, should you choose to use them instead of whatever other weapon you have, Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3596886 Share on other sites More sharing options...
Gentlemanloser Posted February 18, 2014 Share Posted February 18, 2014 Which now only give you +1A, rather than an extra two at I1... Â :'( Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3596916 Share on other sites More sharing options...
Reclusiarch Darius Posted February 18, 2014 Share Posted February 18, 2014 I still say it's largely meaningless. Tech-Marines were never more than a fun choice anyway, and now that PsyDreads are being replaced by Ravens or DK's, there is even less reason to bother. (shrug) My overpriced 1-wound character got slightly worse at melee, oh noes. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3597005 Share on other sites More sharing options...
BloodTzar Posted February 18, 2014 Share Posted February 18, 2014 It is bit off topic, but I wonder if I have tech priest with the beamer and orbital BBQ, can I shoot both (gunslinger rule perhaps :) ) ? Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3597025 Share on other sites More sharing options...
Gentlemanloser Posted February 18, 2014 Share Posted February 18, 2014 Nope. Â Neither are Pistols. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3597041 Share on other sites More sharing options...
lt051 Posted February 18, 2014 Author Share Posted February 18, 2014 Ya he is more neat than useful, but having 3 power fist attacks and a 2++ is ALOT better than 3 powerfist or 2++. Mainly he is just an expensive grenade carrier Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3597546 Share on other sites More sharing options...
Reclusiarch Darius Posted February 18, 2014 Share Posted February 18, 2014   Ya he is more neat than useful, but having 3 power fist attacks and a 2++ is ALOT better than 3 powerfist or 2++. Mainly he is just an expensive grenade carrier  Pretty much. Honestly, if you want the Bat Belt of grenades (psycho+frag+psyk-out+rad), just take a Grandmaster. He's a million times better in melee, he's tougher, and he hands out an amazing buff to the army that is very flexible (Grand Strategy was written with 6th edition in mind, it slots so well into the various mission types). He's also not that much more expensive, and he takes up HQ not Elites. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3597570 Share on other sites More sharing options...
Brovius Posted February 24, 2014 Share Posted February 24, 2014    Ya he is more neat than useful, but having 3 power fist attacks and a 2++ is ALOT better than 3 powerfist or 2++. Mainly he is just an expensive grenade carrier  Pretty much. Honestly, if you want the Bat Belt of grenades (psycho+frag+psyk-out+rad), just take a Grandmaster. He's a million times better in melee, he's tougher, and he hands out an amazing buff to the army that is very flexible (Grand Strategy was written with 6th edition in mind, it slots so well into the various mission types). He's also not that much more expensive, and he takes up HQ not Elites. This. GMs are worth their weight in gold (Ok, bad analogy since they can me made out of plastic these days).  Grand Strategy is awesome, the only one that isn't useful is the one that gives counterattack IMO. Making NDKs/'ceptors scoring for a turn 5 objective shunt-steal is Necron-levels of cheese and rerolling 1s to wound can net some extra rending hits out of a 4xpsycannon Purifier squad or even a unit with S5 Storm Bolters (psuedo-rerolls to wound against squishies like IG, Tau and Eldar).  Also worth noting that you can use the stave's 2++ against Perils if you're in melee when you dun' goof the psychic test, the same is not true of swords due to their super specific wording though, unfortunately. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3601843 Share on other sites More sharing options...
Reclusiarch Darius Posted February 24, 2014 Share Posted February 24, 2014   Also worth noting that you can use the stave's 2++ against Perils if you're in melee when you dun' goof the psychic test, the same is not true of swords due to their super specific wording though, unfortunately. Just wait, GW will decide that's not enough forged narrative and remove it from saving against Perils. It's actually strange they've never considered invul saves against Perils, its why storm shields on Libby's are such value. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3601968 Share on other sites More sharing options...
Quozzo Posted February 24, 2014 Share Posted February 24, 2014 Inv saves cannot be used against perils, only FnP. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3601996 Share on other sites More sharing options...
lt051 Posted February 25, 2014 Author Share Posted February 25, 2014 The BRB says "..cannot mix and match the abilities of several different melee weapons." regarding having multiple ccw. Would this invalidate the whole "wielding" wording in C:GK? Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3602808 Share on other sites More sharing options...
Gentlemanloser Posted February 25, 2014 Share Posted February 25, 2014 Nope, as you're not hitting anyone in CC with any ability of the Waridng Staff. Link to comment https://bolterandchainsword.com/topic/283355-techmarine-question/#findComment-3602898 Share on other sites More sharing options...
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