Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
ok this is a bit of a newbie question but i cannot seem to find it in the FAQ, i know that you cannot have a grenade launcher with a powersword or any other mix, but what about a grenade launcher with a vox-caster? a medic kit or a regimental standard? you replace their lasgun and their equipment is an add-on but i'm not sure if this is legit in game standards, i just want to have my assault command squad w/ straken and 4 flamers/las pistols be able to have feel no pain legitly
Unfortunately upgrades cannot be combined. In the entry it states that "one OTHER veteran/guardsmen" etc. One downside to taking Vox-casters and other upgrades on your command squads because it reduces the number of special wepaons you can have. In your case you would have to field a medic and 3 Flamers, it sucks i know.
EDIT: The flamers, whilst replacing the lasgun, mean that they cannot have laspistols as well. So their equipment would be a single close-combat weapon + the flamer. Hope that helps.
Ah, bit of a pain, i can understand when you have a vox-caster and flamer (fuel tank and vox caster on back?) but if you had a vox caster surely you could have laspistol instead, easier to carry than a lasgun but thats the way the game works i guess.
plus on a side note, what i meant with flamer/laspistol is flamer or laspistol, not both, sorry for confusion
My best advice with reading the Rullebook or Codexes: Stop looking at the models or what makes sense in real life and just read the rules carefully.
The game isn't balanced against what makes sense to a normal human, it is balanced against the game.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
Another way to look at it is this: The Vox guy's job is to work the Vox. He's a valuable specialist who's busy sending and receiving signals on the battlefield. Nobody is going to waste him on special weapon duty. He might get killed doing what any stupid no-brain grunt could do instead.
Any model from the command squad can swap out its lasgun for a laspistol if you wish, including the vox caster. The exclusive upgrades are listed below with the wording "any model can have Vox, any /other/ can have, XYZ .... etc."
Copy, Improve, Innovate
Hmmm...I hadn't caught the word "other". I guess I'll have to cancel my plans to make my CCS medic also be a fourth plasma gunner...three plasmas and one medic (given "gets hot") will get more done over the course of a game than four plasmas...JMHO, YMMV.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Medics are overcosted by at least half for what you want to do. A medic costs the same as 2 plasma gunners and takes the place of a third. Just to give a 66% chance to your other 3 gunners of living if they get bit by the 17% chance (per shot) that they have of taking a wound from their weapon.
Over the course of a 5 turn game you will typically lose one plasma gunner to "Gets Hot". If you're especially unlucky, you'll lose 2 (I've never lost more than 2 myself). So you're better off taking the extra gun instead of the medic to mitigate the luck.