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 Revised 6th edition FAQ's - version 1.1 plus Rulebook now available

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Baron_Judas
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PostSubject: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 16:41

Good news! Huskblades and Klaives are now AP 2 thanks to the FAQ! Huzzah!

Baron Judas

[edit - version 1.1 of all 40K FAQ's and the 6th ed. rulebook are now online at

http://www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&multiPageMode=true&start=2

Gob.
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Aroshamash
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 16:51

Hells yeah AP2 Klaives and Huskblades! Also, our Shadowseers are now fixed. They're now the same as the Craftworld version.

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Mushkilla
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 16:53

Reaver fail! Random wound allocation is madness. And the daemon slash attacks had such sensible rules.

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NiteOwl
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:05

AP 2 on klaives and husblade! Problem maruuuuns????

Happy xenos alien

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Setomidor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:19

@Mushkilla wrote:
Reaver fail! Random wound allocation is madness. And the daemon slash attacks had such sensible rules.

Well, they're not actually worse but they're a lot more problematic to resolve. I guess that they're actually better game-wise?

Quote :
Q: Can a vehicle move Flat Out in the same turn that it has used enhanced aethersails (p63)
A: Yes.

Huzzah!

Quote :

Q: How do maelstroms, novas and beams – or indeed any weapon that doesn’t need to roll To Hit or hits automatically – interact with Zooming Flyers and Gliding Flying Monstrous Creatures? (p13)
A: Only Snap Shots can hit Zooming Flyers and Gliding Flying Monstrous Creatures. Therefore, any attacks that use blast markers, templates, create a line of/area of effect or otherwise don’t roll to hit cannot target them. This includes weapons such as the Necron Doom Scythe’s death ray or the Deathstrike missile of the Imperial Guard, and psychic powers that follow the rule for maelstroms, beams, and novas.

No more blade-waning of flying monsters :/

Quote :

Change the second sentence of the second bullet point to: “Determine which model in the unit is closest to the character, and resolve the Wound against that model instead.”

A lot less look-out sir shenanigans!

Quote :

Page 413 – Reference, Profile, Codex: Orks, Nob.
Change unit type to Infantry and add the following Designer’s Note:

No more crazy Nob units!

Quote :

Q: The rulebook says that you halve your Attacks characteristic if you perform a Smash attack. However, if a Monstrous Creature has an uneven number of Attacks, (3 for example), but has charged that turn, does it receive the bonus Attack for charging before or after halving its Attacks? (p42)
A: You halve the model’s Attacks characteristic first, then apply any additional modifiers. In the example above, the model would halve its Attacks first (rounding up to 2), then receive a bonus Attack for charging.

Good for Talos Smile


Last edited by Setomidor on Fri Sep 07 2012, 17:34; edited 2 times in total
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Mushkilla
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:27

@Setomidor wrote:
@Mushkilla wrote:
Reaver fail! Random wound allocation is madness. And the daemon slash attacks had such sensible rules.

Well, they're not actually worse but they're a lot more problematic to resolve. I guess that they're actually better game-wise?

Quote :
Q: Can a vehicle move Flat Out in the same turn that it has used enhanced aethersails (p63)
A: Yes.

Huzzah!

Yeah here is to hoping GW is taking baby steps and will get there in the end.

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Setomidor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:37

Edited in some more interesting questions above, the change to LoS-allocation actually improves the situation for Reavers.
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Melkor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:42

So we can now deal with terminators better, but flying monstrous creatures are going to be AWFUL now!
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Setomidor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:44

Well, poison shots are still very good to take em' down.
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Azdrubael
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PostSubject: Incubi make their dashing return.   Fri Sep 07 2012, 17:46

Ok mates.New FAQs are up.

Page 31 – Incubi, Klaives.
Replace this entry with: “Klaives have the following profile:
Klaive S +1 AP2 Type Melee, Two-handed

All celebrate.
All hail Phil Kelly.

Sadly only other AP2 option melee option in the codex is Huskblade. But at least we have dedicated tool now.

Although to balance them there is new entry in the FAQ which just add more pain in the ass to keep track off

Q: When do the special rules conferred by Pain Tokens take effect?
(p25)
A: From the end of the phase in which the conditions are met
for the Pain Token to be earned.

Modded - merged Azdrubael's "Incubi make their dashing return" thread with the other Ver. 1.1 FAQ thread to keep the discussion all together. Gob.
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NiteOwl
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:53

Actually, the Talos is also AP 2.

Incubi and Huskblade AP 2...that is good.
There will be tears from now on on the fields of battle.
They will hate us for this...seems fair...hehehehe Twisted Evil

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Azdrubael
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:58

Quote :
Q: Do Dark Eldar allies count as Eldar for the Farseer psychic
powers Fortune and Guide? (p28)
A: No.
Also this. Was kinda obvious, but was prone to cause enough discussions.

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Enfernux
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:58

le'me at 'em termies!
now i can start killing GK again!

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Ebonhart
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 17:59

this makes me strangely...happy
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Melkor
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 18:00

Hitting on 6's is really terrible though. Even a dual splinter cannon venom will only on average hit twice.
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Ebonhart
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 18:04

well daemons and nids needed a boost. what is this bladevain wound thing that people are talking about? i can't find it.
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Nomic
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 18:30

Also, Necrons got nerfed a bit with Command Barge's sweep attack no longer hitting flyers (under the BRB FAQ about chariots), nor the Doom Scythe's death ray. Same also aplies to other similar weapons like Vibrocannons (altough bot hit flying MCs normally). Also, monoliths can no longer jink. As for our Eldar allies, Swooping Hawks also got a boost, autohitting any vehicle they assault. They're still fragile as hell, but even a small squad will wreck any vehicle in melee with haywire nades. Banshee masks ignore defensive grenades and give i10 even when charging through cover. Banshee Exarch's executioner is a2. Farseers confirmed to get mastery 2 from spirit stones. Destructor (the Warlock heavy flamer) can't be used in overwatch (bah).

Also, while Drazhar now ripostes with ap2, he lost the pseudo-invulnerable save, as the BRB FAQ states that models don't get fnp against instant death even if they have eternal warrior.

All in all, we now have a dedicated close combat unit again. Incubi are awesome again, especially since now there are very few other units that can hit with their own initiative and have ap2 weapons.

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Azdrubael
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 18:33

Quote :
There will be tears from now on on the fields of battle.

There wont be. Space Marines that was cut in exact halves hardly will be able to cry.

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 18:40

well, they will be able to cry, once i meld their armor...with them in it in to my grots for a 4up save XD just fluff wise ^^

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NiteOwl
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 19:39

Of course there will be tears, tears of melting ceramite and metal Twisted Evil

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 19:42

Incubi and Huskblade, the two things that I love to use.

Glorious.

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 20:08

Sooooooo, contest on how many Paladins your huskblade Archon can kill vs how many Drazhar can kill?
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 20:33

wow, I'm glad I converted huskblade wielding archon for my Incubi.
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:21

Still can't assault out of a WWP. Anyone wanna buy mine? It's limited edition... Razz

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:25

I do!

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