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Right, apparantly many people are confused by the rending rules and how they apply to different units. I think I've got my stuff straight, but I could be wrong, and so have man other people. This was prompted by a debate on rending versus Tau on the Tau forum, and I strongly believe it should not be discussed there in a completely different topic. So, here's the question?
How do you rend against... everything?
I'm talking rending claws on Tyranids and the Assault Cannon. Please thoroughly explain how these would rend infantry, monstrous creatures, characters, walkers, stationary vehicles, moving vehicles and skimmers, with very specific details (IE a squad of 4 raveners with rending claws and scythes assaults a Tau devilfish, here's what they need to roll). You don't even need to be specific, just state accurately how it works! So, Tyranid players, Space Marines, and anyone else who has a clue about rending, please, try to clear up this fuzzy issue.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
I don't see where the confusion is, the rules are very clear.
Vs vehicles: A Penetration roll of 6 allows one extra dice to be rolled and added to the result.
Vs Everything else: A To-Hit roll of 6 causes an automatic wound with no armour save.
Having a sizeable load of genestealers myself I understand the rules to be for close combat: Like rending claws:
1) If it hasn't moved: Automatic hit: roll how many dice you have attacks and see if any 6's come up. If no 6's, take it as normal. If you get 6's then rending.
2) If it has moved more than 6 inches: 4+To hit, therefore, roll as normal, if any sixes come up, then you get rending.
3) If moved more than 6", then you are going to need 6's anyway to hit, but if you do hit with a 6, then you get rending.
In close combat:
Compare weapon skill, then roll to hit, and if a 6 comes up, it ignores armour and causes an instant would.
Eg. Against a Space Marine, rolling to hit on a 6 means one marine is dead straight away. But you still get to make invulnerable saves.
Hope that helps, and as far as I can tell, thats right. I certainly hope so...
Actually against vehicles, you only get to rend on the penetration roll. So for a skimmer (or vehicle that moved more than 12 inches), first you have to roll a 6 in order to hit it, and then you have to roll an additional 6 in order to use the rending roll.If moved more than 6", then you are going to need 6's anyway to hit, but if you do hit with a 6, then you get rending.
In other words you would need to roll two 6's in a row to rend a vehicle in this situation
My 40K Armies:
- Thousand Sons
- Mordian Imperial Guard
- Dark Eldar
My Fantasy Armies:
- Lhamian Vampire Counts
Ahhh, I thought that because it was to hit that it was rending. Fair enough
Against infantry and dealy you rend on the to hit roll
Against vehicles you rend on the to penetrate roll.
Simple . . . i think
*Painting In Progress*
*Planning Stages*Thousand Sons of Chaos, Melekh's Host - 2000 Pts
Ogre Kingdoms, Tribe Of The Blooded Gut - 3500 Pts
Khorne Daemonic Legion, The Hordes Of Blood - 2000 Pts
Nurgle Possesed Ravenwing Army, The Rottenwing - 2000 Pts
My apologies, I stand corrected. I misread it somehow.
So, let me get this straight with an example.
Say I have my dreadnought shooting at a Land Raider with the assault cannon (S6). So armour 14 all around.
I roll the dice to see how many hit and I get one 6 in the roll with two other hits. This 6 is irrelevant.
Now I sort out armour penetration:
I roll three dice because that's how many hit in the first place. If any 6's are in this, then I can roll another for that die and add it on top.
Armour penetration roll: 3 Dice
2 - 3 - 6 The 2 & 3 are ignored because they don't give a high enough value to harm it.
The 6, I get to roll another dice for and I roll a 3. Therefore total armour penetration is:
6 + 6 + 3 = 15 which in this case would be a penetrating hit.
Phewww. Good, now we've got that sorted, down to the pub for a round....