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S.O.B.
Jan 5, 2006 23:35:27 GMT 1
Post by James 40K Champ *** on Jan 5, 2006 23:35:27 GMT 1
no, not son of a !
but sisters of battle, just a quick rules querrie::
I am condisering taking an assasin for my army, but in the online codex it states:
Imperial Assassins (also take up a commander choice).
Is that so? or should it take up a hero choice? I wouldnt imagine a assassin commanding the army?
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S.O.B.
Jan 6, 2006 3:12:42 GMT 1
Post by James 40K Champ *** on Jan 6, 2006 3:12:42 GMT 1
Just out of interest, dose the Exorsits have targeters? It doesnt say in the rules update.
or does all Imperial armour come with targeters as default?
Also when would the artillery dice be rolled? before or after the roll to hit? Im assuming before, or is it like a susstained fire dice?
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S.O.B.
Jan 6, 2006 15:41:44 GMT 1
Post by El Capitan on Jan 6, 2006 15:41:44 GMT 1
Answers: Post 1 Assassins take up a commander choice but cannot be the Commander! Basically Commander choice is just another name for Lord choice but sounds a bit more 40kish, you'd need a hero leading the army like a veteran superior or something. To be clear: the Assassin counts as a Support choice so requires a squad chocie first, its points count towards the support % (which we'll make 25% for Sisters for future reference). However it also takes up the commander slot in the army as it is a charcter for 3+ wounds.
Post 2 Exorcist will have targetters. Also roll for artillery dice is rolled after roll to hit. If it misses it is assumed to have not been able to lock onto its target and fails to fire, if it hits then its Krak missile time!
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S.O.B.
Jan 6, 2006 16:46:10 GMT 1
Post by LukeG on Jan 6, 2006 16:46:10 GMT 1
All Imperial heavy weapons have targeters. Variables just ceased to exist since 3rd/4thE
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S.O.B.
Jan 6, 2006 18:31:33 GMT 1
Post by James 40K Champ *** on Jan 6, 2006 18:31:33 GMT 1
cool sweet, cheers for answers. Ah, assasin makes sence, that probably means I wont be taking one, not all the time anyway, thats something for me to experiment with. Glad about the targeter or it would be useless Also glad ive got 25% support as I just bought a Rhino, Exorcist and Immorolator. (over 15% support)
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S.O.B.
Jan 6, 2006 18:54:06 GMT 1
Post by James 40K Champ *** on Jan 6, 2006 18:54:06 GMT 1
Mike, do you have the sob codex in liverpool, could do with a read and an army list drawing up
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S.O.B.
Jan 7, 2006 10:38:02 GMT 1
Post by El Capitan on Jan 7, 2006 10:38:02 GMT 1
i'll bring it up wit me. Meet upo after my exams on weds or thurs?
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S.O.B.
Jan 7, 2006 14:56:12 GMT 1
Post by James 40K Champ *** on Jan 7, 2006 14:56:12 GMT 1
afermative, we cud go halves on a create
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S.O.B.
Jan 9, 2006 13:33:07 GMT 1
Post by James 40K Champ *** on Jan 9, 2006 13:33:07 GMT 1
Couple of quick questions for my reference::
1) what are the jet pack rules as the stand?
2) How far can a transport move before the squad can disembark without taking hits, and can the squad walk/run after getting out?
3)whats the range of a multi melter?
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S.O.B.
Jan 9, 2006 15:19:22 GMT 1
Post by El Capitan on Jan 9, 2006 15:19:22 GMT 1
Answers -
1) Jump Packs - Can fly 18" over no terrain, 12" over low terrain like small trees and 6" over large terrain and move a further 2-4 depending on walking or running. Roll a D^ for each jump packer on a roll of a 1 they take a str. 3 hit. (this replaces the old and lengthy scatter rules and produces similar results).
2) Ypu can disembark any time. Strength = distance moved - 10 with appropriate save modifiers. I'd also say D4 damage at str 5-6, D6 at 7-8 and D8 at 9-10 and D10 damage if going over 21"!. models either are not wounded and stageer at bit before rigthing temselves and incur no penalty, models that die, are dead!
3) Multi-melta range is 24".
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S.O.B.
Jan 9, 2006 17:42:42 GMT 1
Post by James 40K Champ *** on Jan 9, 2006 17:42:42 GMT 1
models that die, are dead! ". lol, thanks for answers
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S.O.B.
Jan 10, 2006 5:54:33 GMT 1
Post by tturen on Jan 10, 2006 5:54:33 GMT 1
"Roll a D^ for each jump packer on a roll of a 1 they take a str. 3 hit. (this replaces the old and lengthy scatter rules and produces similar results)."
OGC change? Ouch. It may be quicker but not nearly as much fun and i'd rather scatter than take a hit. It would make for much greater tactical reliability though. You get an armor save on that hit?
"Ypu can disembark any time. Strength = distance moved - "
Another OGC change? In the original rules you move 10" or less you have nothing to worry about and get a basic move when you leave although you can't charge because you missed the charge phase.
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S.O.B.
Jan 10, 2006 11:44:54 GMT 1
Post by James 40K Champ *** on Jan 10, 2006 11:44:54 GMT 1
Well we found the scatter rules to be time consuming and produce annoying results with the squad all over the place,, taking a hit on a 1 represents the fact that often you would scatter into terrain or friendly troops, resulting in a st 3 hit. Yes you do get armour.
He said: Strength = distance moved - 10
so yes, if you move less than 10" it dont hurt, then every inch after that accumulates in strenght.. 12" = st 2 hit, 15"= st 15 hit or whatever
and from what mike says I think you can then walk or run as normal.
This is my 1st time playing as anything other than necrons in 40k, so I have a few new rules to get to grips with.
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S.O.B.
Jan 14, 2006 0:40:43 GMT 1
Post by James 40K Champ *** on Jan 14, 2006 0:40:43 GMT 1
ROFL COPTER!
am i glad i didnt get an origional exorcist, no wonder it was limited edition, its just a rhino with a giant Organ stuck to the top, it looks retard!!
Glad ive suck with a whirlwind conversion
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S.O.B.
Jan 18, 2006 14:59:31 GMT 1
Post by James 40K Champ *** on Jan 18, 2006 14:59:31 GMT 1
are characters uhnder 50 points worth no VPs?
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S.O.B.
Jan 18, 2006 15:32:53 GMT 1
Post by Charly on Jan 18, 2006 15:32:53 GMT 1
yes, as they are generally very easy to kill so not worth a vp.
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S.O.B.
Jan 18, 2006 17:18:17 GMT 1
Post by James 40K Champ *** on Jan 18, 2006 17:18:17 GMT 1
cool - gotta love the sisters Missionary Champion, 44 points for Toughness 4, 2 wounds and a rosarius thrown in for free
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S.O.B.
Jan 25, 2006 9:55:15 GMT 1
Post by Charly on Jan 25, 2006 9:55:15 GMT 1
thats very good, id take about 3 i think! rosarius' are amasing and have saved my chaplian from all sorts of things, like tanks landing on his head, entire IG platoons firing at him etc!
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S.O.B.
Jan 25, 2006 18:57:42 GMT 1
Post by James 40K Champ *** on Jan 25, 2006 18:57:42 GMT 1
yeqah but fighters like that arnt quite so useful in a sisters army, least not the way im planning to feild them, ill be utilising the characters with their roles centred on command.
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S.O.B.
Jan 26, 2006 10:43:41 GMT 1
Post by Charly on Jan 26, 2006 10:43:41 GMT 1
ah yeh, of course they dont have the 8" re-roll leadership based test that makes chaplains slightly better than captains...
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