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Please help guys. I am new to space marines, more specifically Black Templars. I have several questions. Here it goes.
1. When does "they shall have no fear" come in to play?
2. Righteous Zeal - with shooting casualties, fall back on failed moral test? (how far?)
if passed move toward nearest visable enemy right?
3. no pity, no remorse, no fear. in CC or when assaulting are they fearless? and when fearless no morale check is necessary to stay in combat, right?
When you fail a moral test, you can automatically regroud, and can move and shoot, however, you count as moving weather you move or dont, so its to move to get back up to where ever you where, normally, or somewhere else.1. When does "they shall have no fear" come in to play?Correct, It depends on the unit type, infantry moves back 2D6, special things, like bikes and jump packs, move pack 3D6, a good rule of thum, if it moves 12" roll 3 dice, otherwise 2.2. Righteous Zeal - with shooting casualties, fall back on failed moral test? (how far?)Correct, and if possible you can contact the enemy, by getting in Base to base contact. This counts as a consolidation move, rather then a normal asault however, but it will keep you from being assaulted which is always nice.if passed move toward nearest visable enemy right?I believe thats correct, however if your out numbered 2 to 1 or more, youll have to start rolling extra armour saves. See the big book of rules for more details.3. no pity, no remorse, no fear. in CC or when assaulting are they fearless? and when fearless no morale check is necessary to stay in combat, right?
your wrong on this one the zeal rule only applies to infantery thus making it useless for jump infantery.Originally Posted by ForgedInTheFurnaceOfWar
When you make a casualty from enemy shooting and you pass your leadership then they move D6" to the nearest enemy. When using crusader seals you can reroll the distance your marines charge forward.
DonÂ´t mess with the dicegod
And They Shall Know No Fear allows marines to regroup automatically, even if below half strength when falling back (though not if they are within 6" of an enemy model). In addition, when they regroup they do not count as having moved for that turn. They may act normally, fire heavy weapons, fire rapid fire weapons out to full range, etc.
Righteous Zeal changes the way infantry squads behave when passing a leadership test, and force infantry squads to take leadership tests for any number of casualties.
If an infantry squad passes a leadership test, the Righteous Zeal rules take effect. Otherwise, everything is done normally. Infantry fall back 2d6. Since they are marines and have And They Shall Know No Fear they will rally automatically at the beginning of your next turn should they fall back.
Jump infantry fall back 3d6 when they fail a leadership test caused by shooting, even though they aren't affected by Righteous Zeal (unless, for some reason, they're currently fearless, in which case they can't fail the leadership test at all.)
Fearless causes models to automatically pass all leadership tests. Thus if models are Fearless in Close Combat, they will always pass any leadership tests they may be required to make to avoid running from combat.
Note that if fearless models lose combat and are outnumbered, they start taking extra automatic wounds as detailed in the No Retreat! rule on page 48 of the BGB.