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Post by LukeG on Aug 1, 2007 4:53:29 GMT 1
Can someone please tell me the points cost of a servo arm and give me a quick list of the terminator wargear cards from Codex Ultramarines? Also, can a medipack be given to a terminator? An apothecary can have terminator armour, so does it count the other way giving a terminator armoured character a medipack to play with? (I'm after a regenerating terminator captain, using a medipack like a medsquig )
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Post by James 40K Champ *** on Aug 1, 2007 11:48:21 GMT 1
servo arm costs 10 points.
Yup medi pack can be given to anyone. I always liked the idea of giving it to a standard.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Aug 1, 2007 13:37:38 GMT 1
Can a model use a medipak on itself? I thought you could only use it on others....
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Post by LukeG on Aug 1, 2007 15:05:03 GMT 1
Hence the question All our rules are centralised, I can't find out from here.
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Post by James 40K Champ *** on Aug 1, 2007 16:32:40 GMT 1
Luke, no point putting a medi pack on a good character as hes going to have to waste a turn to regenerate his wound.. he’d be better off carrying on fighting for another turn. If you do want the ability to regenerate wounds, your better off with the medi pack on a lower level character, like a standard, as he can still be used to his full ability while using a medi pack. But seen as a standard isn’t needed for marines, I’d honestly say that an apothecary is actually the best medic option going, or a vet serg with medi pack. I guess a defensive librarian could think about taking one, but in my opinion librarians are not very effective in defence.. just get them stuck in I say!
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Post by James 40K Champ *** on Aug 1, 2007 16:37:05 GMT 1
Yeah medi pack can regenerate wounds on carrying model if desired.. but obviosuly only if it has at least 1 wound at the start of the turn!!!
So to bring a model back to life, someone else must be carrying it.
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Aug 1, 2007 18:48:40 GMT 1
Yeah medi pack can regenerate wounds on carrying model if desired.. but obviosuly only if it has at least 1 wound at the start of the turn!!! Is this an OGC rule? The Wargear book says you must move into base contact with the target, implying you can't use it on yourself. I'd probably recommend an apothecary with a jumppack or a defensive field to tag along behind your Captain (or whomever you want to regen). You weren't planning on running him off all alone were you? He'll have an honor guard, or a bodyguard, or even just an accomanying assault squad or something (mine would anyways), so you can use those other models to help protect your apothecary during close assaults. And your apothecary can keep your hero topped off.
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Post by James 40K Champ *** on Aug 1, 2007 21:58:48 GMT 1
sorry, maybe your right, i just assumed you could heal a wound on yourself.. im just makin stuff up here!
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Post by LukeG on Aug 3, 2007 4:02:40 GMT 1
OGC ruling, can't use a medi-pack on a model in termi armour. Can't get through the armour, I was trying to beard around it
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Post by James 40K Champ *** on Aug 3, 2007 11:54:09 GMT 1
yeah thats quite logical!
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Post by James 40K Champ *** on Aug 3, 2007 11:56:25 GMT 1
Terms are so good, but as we dont alow medi packs on em, or extra saves over the 3+ on 2D6
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Post by tturen on Aug 5, 2007 3:43:43 GMT 1
No field saves either?
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Post by LukeG on Aug 5, 2007 4:38:24 GMT 1
No feild saves except storm sheild.
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Post by tturen on Aug 5, 2007 21:11:16 GMT 1
Can you at least take the shield as (seperate) wargear? (IE without the thunderhammer but as a wargear option)
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Post by El Capitan on Aug 5, 2007 21:52:26 GMT 1
Its ten points is it not? Sorry not read the rest of this thread
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Aug 5, 2007 22:02:34 GMT 1
And has to be bought as a wargear card, rather than off the list
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Post by tturen on Aug 7, 2007 23:11:20 GMT 1
Sounds fair enough.
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Post by zippysguitar on Aug 13, 2007 0:04:45 GMT 1
am i wrong but i thought apoco could only have 1 wargear card, so he cant have both medipack and jump pack. also a tech marine is cheaper in points and can have 3 wargear cards instead, so u can use him with jump pack and medi pack and also repair vehicles! on that note what the hell is the use for apoco's if im right?! theyre over priced and crap!
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Post by LukeG on Aug 13, 2007 2:47:44 GMT 1
The actual apothecary comes with a medi pack as normal equipment, then may take a single wargear card on top. Any character in the game can take a medi pack for 10 points
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Post by zippysguitar on Aug 13, 2007 13:03:27 GMT 1
but still for u can have a techmarine with a medipack for 3 points more, who can also repair vehicles and has a spare 2 wargear slots as well! plus you need him to take vehicles in the first place!
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