nightwing1511 Posted August 13, 2014 Share Posted August 13, 2014 I think it's the newness of the way they are intending to clarify things; this is not normal, and it's possible C:SM is something of a guideline, unless it's not related. If C:SM has nothing to do with how our Relics work from C:SW, then this is simply new ground that appears to be unclear. I nominate this for FAQ clarification, as in, show us how to buy the Relics for all of them that can be combined onto one model, or at least, maybe form the question along that line? I think they have the same issue over at C:SM, as the wording is similar :p Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3775613 Share on other sites More sharing options...
skeletoro Posted August 13, 2014 Share Posted August 13, 2014 Can Logan's chariot be given rhea Battle of Terra Legacy of Glory from Ia2? Would IWND then apply to Logan's profile too? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3775663 Share on other sites More sharing options...
MalachiOfRuss Posted August 13, 2014 Share Posted August 13, 2014 Is the target of Jaws of the World Wolf allowed a Look Out Sir! roll since it doesn't cause a Wound? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3775934 Share on other sites More sharing options...
Squark Posted August 13, 2014 Share Posted August 13, 2014 Nope. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3775956 Share on other sites More sharing options...
heron Posted August 13, 2014 Share Posted August 13, 2014 Now that the Fenrisian Wolves no longer have the "Loyal Companions" special rule, are they no longer able to ride in transports with their IC's? The Wolves entry at the start of the appendix does not address this, so it seems like that ability is gone. Did I miss something somewhere else in the codex? Thanks... Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3775984 Share on other sites More sharing options...
Valerian Posted August 13, 2014 Author Share Posted August 13, 2014 Now that the Fenrisian Wolves no longer have the "Loyal Companions" special rule, are they can no longer able to ride in transports with their IC's? The Wolves entry at the start of the appendix does not address this, so it seems like that ability is gone. Did I miss something somewhere else in the codex? Thanks... This one definitely needs an Errata/Amendments to be fixed. Another one that I recommend folks petition to the FAQ Team. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3776474 Share on other sites More sharing options...
WolfskinWarrior Posted August 14, 2014 Share Posted August 14, 2014 Im not sure if this has been mentioned before but has anyone else noticed that the Wolf Priest only gives himself Preffered Enemy against a set unit and not his squad? For a few points more Ulric gives it to his unit as well and it doesnt have to pick a unit type. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3777240 Share on other sites More sharing options...
Squark Posted August 14, 2014 Share Posted August 14, 2014 Im not sure if this has been mentioned before but has anyone else noticed that the Wolf Priest only gives himself Preffered Enemy against a set unit and not his squad? For a few points more Ulric gives it to his unit as well and it doesnt have to pick a unit type. Preferred Enemy has applied to the whole unit if even one model has it since 6th edition. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3777283 Share on other sites More sharing options...
Valerian Posted August 16, 2014 Author Share Posted August 16, 2014 What other questions do we have that haven't been answered yet? So far, it seems that the only issue that we haven't resolved among ourselves is: 1. How many Relics can a single character take? Also, I intend to ask the FAQ team about Fenrisian Wolves taken as unit upgrades for characters. This isn't a FAQ issue, as the rules are clear, but I'll at least ask them about the possibility of getting an amendment/errata to allow them to ride in Transports with their character as we have been able to do in the past. Valerian Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3779549 Share on other sites More sharing options...
Rune Priest Jbickb Posted August 16, 2014 Share Posted August 16, 2014 Hey valerian, this thread http://www.bolterandchainsword.com/topic/295030-helfrost-whats-the-proper-sequence/page-2?do=findComment&comment=3779144 has a pretty solid rules justification for how helfrost wounds work. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3779552 Share on other sites More sharing options...
Valerian Posted August 16, 2014 Author Share Posted August 16, 2014 Thanks. I hadn't checked in on that thread lately, so wasn't sure that y'all had gotten it resolved. Do you mind copying in the consensus answer into this thread? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3779571 Share on other sites More sharing options...
Rune Priest Jbickb Posted August 16, 2014 Share Posted August 16, 2014 This was kitwulfen's excellent rules justification synopsis just posting it here to clear it up. All the credit is to kitwulfen for this one. "Finally, total up the number of Wounds you have caused during that Initiative step. Keep the dice that have scored Wounds and create a 'pool,' where each dice represents a Wound. If there are Wounds with different Strengths, AP values, or special rules that affect saving throws or the effect of any Wounds they inflict, split them into several pools of Wounds." "To determine how many casualties are caused at a particular Initiative step, you will need to allocate the Wounds caused and resolve any saving throws the target is allowed. If several pools of Wounds need to be allocated, the player making the Attacks must decide in which order they are allocated. All Wounds from a single pool must be allocated before moving on to the next pool of Wounds." So, Helfrost wounds go in their own pools, and are resolved separately from any other wounds. Easy enough, and you get to choose whether they're resolved first, second, last, etc at whatever initiative step they are inflicted. Now, onto actual allocation. "A Wound must be allocated to an enemy model in base contact with a model attacking at that Initiative step. If there is more than one eligible candidate, the player controlling the models being attacked chooses which model it is allocated to. Roll the model's saving throw (if it has one) and remove the casualty (if necessary)." (emphasis mine) "...once a model has a Wound allocated to it during an Initiative step, you must continue to allocate Wounds to it until it is either removed as a casualty or the Wound pool is empty. You can speed this process up by allocating Wounds in groups (see Fast Dice)." So, rules as written you roll saves one at a time, and allocating an entire wound pool/rolling all saves at once per Fast Dice is entirely voluntary. Now, per the Helfrost rule: "When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed from play." So, you do your to-hit and to-wound normally. Then, you've got your wound pools for that initiative step all sorted out. You choose to begin allocating your helfrost wounds first. You allocate one to the closest model, and it rolls any applicable saves. Immediately, when the save is failed and the wound is suffered, the model makes a strength test (assuming it didn't just lose its last wound and get removed from play normally). If the model lives (either by passing its save, strength test, what have you), you then allocate the next wound in the pool to it and repeat the process, until the model either dies or you run out of wounds in the pool. This isn't 'at the end of the phase/initiative step/wound pool, take the test,' it is as soon as the save is failed and saves are made individually as wounds are allocated from the pool. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3779573 Share on other sites More sharing options...
Dyemor Posted August 18, 2014 Share Posted August 18, 2014 Hey All, Does Ulric's 6" preferred enemy and/or the Wolf Banner bonus apply to friendlies if he or it are inside of transport vehicles e.g. Wolf guard unit + Banner + Ulric inside of a Razorback giving bonuses to units within 6" of the vehicle? Would the distance measured be from the vehicle hull or centre? Thanks Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3781305 Share on other sites More sharing options...
DanPesci Posted August 18, 2014 Share Posted August 18, 2014 Id actually asked the same thing in the FAQ thread but not sure if it ot answered - not sure if a mod wants to move this into there. For the banner....im pretty sure the dark angels banners, you can stick them in a land raider/rhino etc..and then the distances are then measured from anywhere on the hull...so id expect it to be the same for the wolf banner. For ulric, im not sure..itd be nice if its measured from anywhere on the hull though :D Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3781338 Share on other sites More sharing options...
Token Posted August 18, 2014 Share Posted August 18, 2014 Do wolfguards with bikes lose any weapons? Can swiftclaw wolfguard leader only take 1 item from the melee weapons list thingy? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3781417 Share on other sites More sharing options...
Valerian Posted August 18, 2014 Author Share Posted August 18, 2014 Do wolfguards with bikes lose any weapons? Can swiftclaw wolfguard leader only take 1 item from the melee weapons list thingy? Nope, they lose no weapons, which gives them a distinct advantage over Swiftclaws. V Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3781437 Share on other sites More sharing options...
Squark Posted August 18, 2014 Share Posted August 18, 2014 Q: Fury of Geri has the preciscion shots rule. Does that mean all shots with it are precision shots? A: No. The Precision shots rule on p. 169 of the main rulebook says only rolls to hit of a 6 are precision shots. Not sure if people are aware of this or not, just thought I'd point it out since some people seem to be a lot more enthused about the power than I am. It probably is the best of the three WC 2 powers, but then, Murderous Hurricane and Jaws of the world Wolf are both overpriced. Fury of the Wolf Spirits is probably the closest to being priced correctly, but it's basically a weaker version of Living Lightning+Life Leech. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3781491 Share on other sites More sharing options...
jimtrue85 Posted August 19, 2014 Share Posted August 19, 2014 How does furious charge work with murderfang when his claws have a set strength value? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3783304 Share on other sites More sharing options...
Squark Posted August 19, 2014 Share Posted August 19, 2014 How does furious charge work with murderfang when his claws have a set strength value? RAW it doesn't anymore than it does with grenades. White Dwarf spoiler suggests it was intended to, though. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3783315 Share on other sites More sharing options...
jimtrue85 Posted August 19, 2014 Share Posted August 19, 2014 So murderfang has a rule he cannot use? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3783335 Share on other sites More sharing options...
Nadir Posted August 19, 2014 Share Posted August 19, 2014 Unless someone will deastroy his 2 weapons;) Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3783352 Share on other sites More sharing options...
Squark Posted August 19, 2014 Share Posted August 19, 2014 Like I said, it's clear that GW intended him to be S8 on the charge; They even mention that in the White Dwarf article. But the thing is, that isn't what his rules actually do, so until an errata corrects this, it doesn't strictly work. If your metagame is pretty chill, they'll probably let you have him be S8. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3783364 Share on other sites More sharing options...
Ratzinkaiser Posted August 20, 2014 Share Posted August 20, 2014 So I've noticed that the fifth edition codex's rule on the Thunderwolf mount that states it cannot join any units other than Thunderwolf Cavakry or Fenrisian Wolves is now gone. As the only restrictions I can find about mixing unit types is in the main rule book regarding ICs joinging monstrous creatures or vehicles, does this mean that a Wolf Lord can now join, for example, a Swiftclaw biker squad? Or vice versa, would I now be able to put a Rune Priest on a bike and have him ride out with a pack of Thunderwolves (and potentially cast Hammerhand or Sanctuary on them)? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3784481 Share on other sites More sharing options...
Squark Posted August 20, 2014 Share Posted August 20, 2014 So I've noticed that the fifth edition codex's rule on the Thunderwolf mount that states it cannot join any units other than Thunderwolf Cavakry or Fenrisian Wolves is now gone. As the only restrictions I can find about mixing unit types is in the main rule book regarding ICs joinging monstrous creatures or vehicles, does this mean that a Wolf Lord can now join, for example, a Swiftclaw biker squad? Or vice versa, would I now be able to put a Rune Priest on a bike and have him ride out with a pack of Thunderwolves (and potentially cast Hammerhand or Sanctuary on them)? The former, yes. The Latter was always possible at least by RAW, and sparked more than one argument. Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3784498 Share on other sites More sharing options...
Sephon Posted August 22, 2014 Share Posted August 22, 2014 Maybe I'm dense, ok I am, but if you take Logan on his sled, he cannot disembark. Also, the chariot has 3hp. And the targeting player can target the chariot. Meaning, Logan effectively has one less wound if he pays 70 points for the chariot? Am I missing something or is this all accurate? If accurate, is it worth the HoW attacks and distance for the trade off of losing a wound? On only AV 12? Link to comment https://bolterandchainsword.com/topic/294888-space-wolves-7th-edition-faq-thread/page/2/#findComment-3785881 Share on other sites More sharing options...
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