I'd like to add to the discussion that - speaking of Necrons - the Necron FAQ for Night Scythes says: "A unit that begins its Movement phase embarked upon a Night Scythe can disembark before or after the vehicle has moved (including pivoting on the spot, etc) so long as the vehicle has not moved more than 36". If the Night Scythe moves more than 24" in the same turn, the disembarking unit can only fire Snap Shots."
It does not explicitly state that you can disembark people while in Zoom mode. However, since the Night Scythe is Supersonic, per the new rulebook (and the Necron FAQ refers you to the new rule), it cannot ever be in hover mode. So its special rule has to override the main rulebook saying you can't embark or disembark in Zoom mode. Right? Just to set a precedent of another flyer special rule that doesn't explicitly state you can disembark in zoom mode (but at least in this case you have to be able to or else it defeats the entire purpose of putting "people" in it).
Question on the Tau vehicle target lock.
There seems to be a contradiction in the Tau 6th ed FAQ. On page 1:
Page 39 - Piranha Light Skimmer Team, Options.
Change the second sentence to “Any model may take any of
the following vehicle upgrades: blacksun filter; seeker missiles,
targeting array, target lock. The entire squadron may take any
of the following vehicle upgrades: decoy launchers, disruption
pod, Ílechette discharger, sensor spines.”
and on page 2:
Page 28 - Armoury, Target Lock.
This piece of wargear no longer has any effect.
I assume the "Armoury, Target Lock." entry refers only to infantry (i.e., battlesuits) and the vehicle target lock is still in effect because
1) "Armoury, Target Lock." is referenced, not "Tau Vehicle Armoury' and
2) The Piranha Light Skimmer Team (a vehicle) still allows the Target Lock upgrade.
Reasonable assumption?
40K: Orks, TauFoW: German Late WarMagic TG: In RecoveryCity of Heroes: Refugee
Eh. I'm not really familiar with Tau, but it sounds like a reasonable distinction to me. If there are separate "Target Lock" entries in the armoury and the vehicle armoury (especially if they do different things) and they stated in the FAQ you can still take that vehicle upgrade... it sounds to me like you can still do it on vehicles.
40K: Orks, TauFoW: German Late WarMagic TG: In RecoveryCity of Heroes: Refugee
The vehicular target lock still works. Note the page referred to in the Target Lock entry on the FAQ, it's for the Infantry version.
"Finding loopholes in GW's games is like getting laid at a frat party - it's ridiculously easy, nothing to brag about, and you probably SHOULD see a doctor later because of it."- xmbk, warhammer.org.uk
Don't look at me for answers / Don't ask me - I don't know
The old one was getting long, and off topic, so here is a new one. I mean no offense to my friends on the other thread (I myself got a little repetitive and off topic) but I will add the following addendum to the rules for this one:
- Try to keep all posts relevant, we want this thread to be easy to browse, so avoid posts that are off topic, and avoid post based upon opinion. If your post is not a direct question or a direct answer with specific BRB or FAQ references, or failing that, reasonable educated arguments, it probably does not need to be on this thread. Like I said, no offense to anyone, just trying to keep things efficient. This is as much in response to simple "I think such-n-so is right" comments as it is to off topic discussion.
The original statement:
Let's use this thread to start an FAQ of our own for our store community. The idea is to help each other figure out the new rules faster, and get us all up to speed. Post your questions here and those that have more time with the book or playing games can post answers.
This thread is for provable, referable answers, not "house rules" so include page numbers and rule references with any answers provided.
Where necessary, we can also use this to determine rulings for oddities for events and tournaments run at the store. In these cases it will be up to the individual event organizers to address such things. This is not a thread to help people figure out how to break the game or find loopholes.
Oh, and keep it civil!
So have at it, folks!
FAQ's can be found here:
-40K: Dark Eldar, Blood Angels, Steel Legion, Vostroyans, Tallarn, Thousand Sons, Crimson Fists
-Warhammer: Greenskins, Cult of Slaanesh
-Wargods: Basti
-Infinity: Caledonians
-Dystopian Wars: Prussians
-War Rocket: Zenithians
-Malifaux: Colette, Viktoria, Lucius, Nicodem, Jacob Lynch
-WW1: Late War Germans
-WW2: Irish Guards
-High seas: Privateers
-Old west: U.S. Infantry, Outlaws
-Ancients: Normans
-L5R: Lion, Mantis
-Ravnica: Rakdos, Orzhov
In an attempt to move all relevant, actual, queries to the new thread, I've somehow bumped Ed's post to the end. Will do some fancy editing on post #1...
Here's the last question Dale asked on the old thread:
Q: At the start of a unit's firing, an enemy model is in range of a missile launcher shot, but not the bolters in the squad. Plenty of others are in Bolter range, but not enough to suck up all the bolter rounds. While resolving wounds, can he be assigned a bolter shot?
Q2: If Pile-ins happen at Init steps, how the heck do Necron Wraith Whip Coils work? They simply say, "Models in Base contact are reduced to Init 1". Do models activate in their init step, pile in, then get knocked down to Init 1 and have to wait to attack? What happens if a Wraith gets killed at Init 3 step, while in btb with an Init 4 Model? Does that model get his attack immediately, at Init 1, or has he missed his chance to go?
Or (as I feel IMHO) does the Whip Coil apply only at the start of combat, and models affected are affected for the whole round?
Last edited by Asandiril; 08-11-2012 at 05:31 PM.
"Finding loopholes in GW's games is like getting laid at a frat party - it's ridiculously easy, nothing to brag about, and you probably SHOULD see a doctor later because of it."- xmbk, warhammer.org.uk
Don't look at me for answers / Don't ask me - I don't know
Weapons that are out of range don't fire, RB p.12 under "Check Range."
Once all shots from weapons "in range" have been rolled to hit and successful hits rolled to wound, all saves must be made. After that, all unsaved wounds from shots "in range" must be applied to those models "in range," closest models first (RB p.15, under "Allocate Unsaved Wounds & Remove Casualties").
As the firer, YOU dictate which "pile" of hits/wounds get resolved and assigned first (RB p.14, under "The Wound Pool"). So you can start with the more numerous bolters, applying an unsaved wound against the closest model until dead, then the remainder against the next closest until dead, and so on and so forth, until the bolter "pool" is empty. Then you could apply the missile launcher. -OR- you could start with the missile launcher "pool" on that closest target, if it caused an unsaved wound, then move on to the bolter "pool."
The 2nd interpretation: at the start of a sub-Fight round, any model in B2B with a model armed with a Whip Coil is reduced to Init 1 for that round. It applies for the whole round, from the start of that sub-Fight. Even if the Wraith is killed at/after Init 3, the model(s) affected won't "reset" until the next combat round, if there is one.
Last edited by Asandiril; 08-09-2012 at 10:33 PM. Reason: ... I can spell, really I can... :\
"Finding loopholes in GW's games is like getting laid at a frat party - it's ridiculously easy, nothing to brag about, and you probably SHOULD see a doctor later because of it."- xmbk, warhammer.org.uk
Don't look at me for answers / Don't ask me - I don't know
-40K: Dark Eldar, Blood Angels, Steel Legion, Vostroyans, Tallarn, Thousand Sons, Crimson Fists
-Warhammer: Greenskins, Cult of Slaanesh
-Wargods: Basti
-Infinity: Caledonians
-Dystopian Wars: Prussians
-War Rocket: Zenithians
-Malifaux: Colette, Viktoria, Lucius, Nicodem, Jacob Lynch
-WW1: Late War Germans
-WW2: Irish Guards
-High seas: Privateers
-Old west: U.S. Infantry, Outlaws
-Ancients: Normans
-L5R: Lion, Mantis
-Ravnica: Rakdos, Orzhov