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| Spiky ![]() Join Date: Aug 2005 Location: Canada
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Rep Power: 69 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | PLEASE READ THIS BEFORE POSTING Also, I would like to propose a guide to ease the use of this thread : Don't ask question directly on this thread. Instead, if you see a question come out often on this forum, then add a post with the question and the answer, so there will be only one answer to the question. This is not intended to be a discussion thread, but an strait forward question and answer one. Mods : Feel free to take control of this thread, my main concern is to dissociate the two FAQ in order to avoid confusion.
__________________ MindRaked CHAOS Undiv.: won 14/21 games EC: 4/7 WE: 6/9 DG: 9/14, TS: 3/7 Orks : 13/20 SM NL : 1/5 TAU: 14 of 24 IG: 3/6 |
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| Spiky ![]() Join Date: Aug 2005 Location: Canada
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Rep Power: 69 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q : Chaos Marines are equipped with a Bolt Pistol, a Bolter and a Close Combat Weapon. How do I use those ? A : These equipments can all be used as normal. You can choose to use eiter bolters or bolt pistols during the shooting phase. Your models are still subject to rules for rapid fire or pistol fire. During the assault phase, you will probably want to use the bolt pistol and close combat weapons. Same rules apply if you replace you bolter with another weapon.
__________________ MindRaked CHAOS Undiv.: won 14/21 games EC: 4/7 WE: 6/9 DG: 9/14, TS: 3/7 Orks : 13/20 SM NL : 1/5 TAU: 14 of 24 IG: 3/6 |
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| 0!=1jumpin'punch'swing ![]() Join Date: Jun 2005 Location: Northern Rivers, Oz Age: 23
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Rep Power: 65 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q: Spawn move all funny-like, how does that work? With the Movement? and the Moving? A: You would have your normal Spawn Slow and Purposeful (SnP) for the Movement Phase, Fleet move (which is unhindered by terrain), and then double your score for SnP Assault move (as per BGBp57: Calvery Assault- but not the 'slowed' part as they are already moving slow 24/7). Also remember BGB p16 'Random and Compulsory Movement' doesn't apply to these SnP moves, as it is not additional movement of any sort
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Last edited by jONESIE; August 23rd, 2007 at 21:11. | |
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| 0!=1jumpin'punch'swing ![]() Join Date: Jun 2005 Location: Northern Rivers, Oz Age: 23
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Rep Power: 65 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q: Tzeentch Psykers have exceptions to the normal Psyker rules, how do you go about this? A: Chaos Codex, Page 88, First Paragraph. Unlike normal Psykers, Tzeentch Psykers can use 2 powers every players phase- really, this means you can pump out 4 casts per Psyker in a single game turn. The only way to get two casts in the opponents turn is Warptime+ Force Weapon. So for a Tz Daemon Prince, they could cast 3 times in a Game Turn (Warptime x2 and Shooting power), whereas a Tz Sorceror could cast 4 times due to the added Force Weapon. For example, a Sorceror: In your turn, cast Warptime, and later, cast a Shooting power (remembering Warptime re-rolls ) That's your 2 powers for this player turn. You assault, and everything is dandy. If there was an enemy IC in the combat but not in Base to Base contact (B2 , you'd hope he moved into B2B when 'Piling In'....Assault ends and is resolved, so it's the opponents turn. Because Tzeentch Psykers can cast 2 powers per Player Turn, you'd now want to recast Warptime.... because if that enemy HQ *did* move into B2B, you'd be able to try Force Weapon him in the Assault Phase! :party2:
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Last edited by jONESIE; September 9th, 2007 at 10:56. | |
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| 0!=1jumpin'punch'swing ![]() Join Date: Jun 2005 Location: Northern Rivers, Oz Age: 23
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Rep Power: 65 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q:There are a few units that have funny special weapon options, notably Chosen and Raptors..... A:Indeed 8X Chosen: in the Second column of unit options, one model may have a heavy/special weapon. In the 3rd Column, 4x have a special weapon option. This means there is a limit of 5 (yes five!) special weapons! Raptors: Raptors don't have Boltguns to Ubergrit with, only Pistols and CCWs. No problems. They keep their pistols and get the extra Melta/Flamer/Plas Gun as well as their Pistol and CCW. Reason being, Ubergrit is the major upgrade of the Chaos Dex, and the Raptors entry specifically states Plas Pistols replace their Pistols, or they can be given (ie additional) special weapons. So, they can technically Ubergrit, eventhough there is no Bolter to replace in the first place :ballon:
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| Tibbar ![]() ![]() ![]() Join Date: Sep 2005 Location: with Alice Age: 32
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Rep Power: 142 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q. So can Raptors take 1 or 2 special weapons? does 'take one of the following' really enforce only 1 or is it just to set them apart from plasma pistols? A. Raptors may take up to two special weapons. The entry in question reads reads, "Up to two raptors may replace their bolt pistols with plasma pistols for 15 points, or take one of the following." The conjunction 'or' predicates an assumed subject to the portion of the sentence that follows. It reads grammatically as, "Up to two raptors may replace their bolt pistols with plasma pistols for 15 points, or up to two raptors may take one of the following."
__________________ 139 Last edited by jONESIE; September 18th, 2007 at 05:53. |
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| 0!=1jumpin'punch'swing ![]() Join Date: Jun 2005 Location: Northern Rivers, Oz Age: 23
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Rep Power: 65 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q: It states that when you roll a 1 for the daemon weapon, you recieve a wound with no armor saves. My question is can you get an Invuln save instead? A:.... Yes! Invulnerables are go! 8X
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| Member ![]() Join Date: Jul 2006 Location: Czech Republic (ČR) Age: 24
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Rep Power: 45 ![]() ![]() ![]() ![]() | Q: Can HQ riding Juggernaut of Khorne (Daemonic Steed of Khorne) move and charge like cavalry? R: No. The model only cannot be transported like cavalry, but it isn't cavalry. Page 86 of Chaos Space Marine Codex. .
__________________ Ota English? ... try Czech language ;-) |
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| Teh Nekkid Chatter ![]() Join Date: May 2006 Location: Tennessee, USA
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Rep Power: 48 ![]() ![]() ![]() ![]() | Q. Does my Icon have to be on a seperate model? A. No. It does not state where it has to go. For instance, you can put it on your heavy/special weapon. Or even on a Champion. It's up to you!
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| We're In For Some Chop ![]() Join Date: Apr 2005 Location: East Coast, United States Age: 20
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Rep Power: 82 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Q: I didn't see anything about the Death Guard or Iron Warrior army lists when I looked at the new codex, where are the rules for them? A: There are no more cult or specific legion army rules, all you have to go from is the codex itself. Though they may not have their own rules anymore, you are more than welcome to use the codex to make an army that mocks or reflects the old school rules and styles of play. |
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