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New Dex Q&A

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Post by NemesisForce Thu Mar 10, 2011 10:14 am

I thought maybe we would could have a thread specifically for those unlucky enough not to have seen the new dex yet to ask questions of those who have.

Can anybody tell me wether Purifiers still can take 2 special weapons per 5 models?
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Post by Spartan Thu Mar 10, 2011 10:40 am

I will be going to look this weekend so if you have any questions post them here and I will try and look to give you all the answers.
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Post by Aubec le noir Thu Mar 10, 2011 11:02 am

so do i brother
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Post by Rivan Thu Mar 10, 2011 11:05 am

I'll actually be reading the codex in a few hours. I'll post everything I can remember Very Happy
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Post by Nygo Thu Mar 10, 2011 11:40 am

When you guys see the codex, please memorise everything you can about the Jokaero. I want to start building my mad monkey menagerie already.
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Post by madbakery Thu Mar 10, 2011 4:20 pm

Nygo wrote:When you guys see the codex, please memorise everything you can about the Jokaero. I want to start building my mad monkey menagerie already.

The Jokaero model is actually in the picture section of the codex! He is really small and isn't carrying any weapons!
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Post by Nygo Thu Mar 10, 2011 4:31 pm

madbakery wrote:
Nygo wrote:When you guys see the codex, please memorise everything you can about the Jokaero. I want to start building my mad monkey menagerie already.

The Jokaero model is actually in the picture section of the codex! He is really small and isn't carrying any weapons!

Alright, monkey battleforce incoming! Razz
Don't they have those digi-weapons, though? The ones that are small enough to be rings and jewellery?
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Post by Rivan Thu Mar 10, 2011 5:02 pm

Brothers, I have seen the codex and it is freakin' AWESOME!!!!!!!!!!!

I wasn't able to read it from cover to cover of course since there were a ton of other people trying to read it Razz

@Nygo: yes, jokaero have digital weapons, only have a 5++ save, and have rather weak stats (WS1 BS3) but they're special abilities (pretty much same in the leaked codex) makes them awesome.

-psyke out grenades: daemons and psykers assaulted by a unit with these are I1 for the duration of the assault phase
-rad grenades: enemy units (whether assaulted or assaulting) are -1T for the duration of the assault phase
-NDK have 2+/5++ saves
-ghost knights are 40 ppm
-falchions give +1A, no re-rolls like lightning claws
-daemon weapon (for radical inquisitors) are WICKED!
-Brotherhood banner rocks! as long as the banner bearer is alive, unit gets +1A and automatically succeeds psychic test for force weapon

This is the most awesome discovery for me: Nemesis force weapons:
-all are force weapons per BRB (we knew this already)
-due to Brotherhood of Psykers rule, only 1 test to "activate" all of unit's force weapons (we also knew this already), but...
-If test is passed, ALL WOUNDS caused by the unit's Nemesis force weapons that phase inflict INSTANT DEATH!!!!!!!!! (bye bye tyranid warriors, Ork nobs, TWC Razz )
-all nemesis force weapons have Daemonbane: any daemon or psyker that suffers a wound must take LD at the end of the assault phase. If test is failed, the model is REMOVED FROM PLAY!!!! --sure, LD test is easy to make but hey, this power is independent of the force weapon test (it works whether or not the psychic test for force kill is passed or not). This actually overrides daemons' EW because it is one of those things that "removes from play" just like JOTWW, etc. However, it seems daemons do have EW vs. our regular force weapon tests (I didn't see anything that said otherwise).
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Post by Rivan Thu Mar 10, 2011 5:27 pm

Apologize again for the double post but most people fail to realize a vindicare can blow up a LR w/ his exitus pistol!!!!!

He can use any of the special bullets for his exitus weapons and the exitus pistol has the profile: pistol, sniper

That's crazy! Very Happy
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Post by Nausaden Thu Mar 10, 2011 5:40 pm

Amazing; Brothers I need point costs! O_O So excited to hear what is all in store, and what all the options do for things like Dreadknights...and ideas for making Termie armies work! Hehe! So exciting.
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Post by Rivan Thu Mar 10, 2011 6:03 pm

I can say most of the points costs we saw in the leaked codex are correct. The NDK is the same cost as a Vendetta gunship.
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Post by DarkRonin Thu Mar 10, 2011 7:13 pm

I noticed that in the BOW video, that for the Nemesis Force Weapons, that for the Dreadknight, that if you give it the hammer, it strikes at it's Initiative. Is this true Brother Rivan? It was hard to read much of it aside from the NFW jumbo. Also what else are the stats for the wargear of the NDK? I'd like to know because looking at it right now, at base it has 3 attacks but with the two base weapons it should have an extra attack.

One more thing, does the Heavy Psycannon only fire that large blast or does it have a secondary fire mode?
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Post by Souba Thu Mar 10, 2011 7:16 pm

guess i gotta go check my GW tomorrow.

how about Fast attack slot. is it true that we only got 2 choices there? stormraven and GK with teleporters?

ah yeah is it true that the psicannon and the heavy psicannon are only 24"?
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Post by Constantine Thu Mar 10, 2011 7:22 pm

Any mention of psycannon upgrades on vehicles?
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Post by Souba Thu Mar 10, 2011 7:25 pm

that question i can answer. there are sadly no psycannon upgrades for vehicles. however psibolt amunition grants +1str to assault and auto cannons aswell so you get the very same weapon profile.
i guess you can even take the forgeworld psycannons to "count as" assault/autocannons with psibolt ammunition.
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Post by Rivan Thu Mar 10, 2011 7:27 pm

@DR: Yes, NDK w/ hammer strikes at I4. It does have 3 base attacks in its profile (even w/ 2 doomfists). H. p-cannon only has the large blast profile (sucks IMO). The options and points in the leaked dex is accurate otherwise.
@Souba: yes, only 2 FA choices: SR and Interceptor squad. I know psycannon is only 24" now. Can't remember the range on the h. p-cannon, sorry.
@Constantine: no psycannon upgrade for vehicles. but w/ psybolt upgrade, the assault cannon technically becomes a psycannon for the dread and LRC/LRR.
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Post by DarkRonin Thu Mar 10, 2011 7:34 pm

Man that sucks, only a Large Blast, that won't do well against Vehicles in general if your targeting them. And only a base of 3 attacks with the two fists? Taking a weapon wouldn't really matter much then I guess.

And if the Psycannon is only 24" now, I won't have many qualms about actually moving a unit unless I know that it would be better not to move at that moment.
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Post by Rivan Thu Mar 10, 2011 7:40 pm

BTW, for the radicals out there, the daemonblade is pretty cool:

Taken from HO:
Daemon Blade:
roll 2x2d6 at the start of the game and you gain both those powers if you get the same result you may pick any other power.

2-3: +3 to S
4: +3 attacks
5: no amour saves
6: each time you cause a unsaved wound you gain one for your wounds back this can not go over the starting wounds
7:wounds daemon on a 2+ and daemons must reroll pass inv saves
8: gains furious charge and rage
9: gains fell no pain and eternal warrior
10: poison attacks 2+
11-12 mastery level + 1 and the sword is now a force weapon

I might actually run a radical army sometime just for fun Razz ...w/ jokaeros too
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Post by NemesisForce Thu Mar 10, 2011 7:56 pm

Do the psycannons actually have the blast template? That's awesome about the NFW's. Are the halberds the same cost for the Srike and Purifier squads as we saw in the leaked dex, ie. melta bomb and auspex cost respectively?
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Post by Rivan Thu Mar 10, 2011 8:00 pm

@NF: Only the h.p-cannon has the blast template. Halberds for purifiers are 2 ppm while it is 5 for the SS. Didn't see melta bomb and auspex costs. Can't remember if our GK's can still get them. I don't recall seeing them but then again I was trying to absorb a lot of info Razz
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Post by Zealadin Thu Mar 10, 2011 8:04 pm

The Psycannon is amazing, same stats as a assault cannon except better strength, and it has a heavy and assault firing mode, heavy is same as the assault cannon, and assault is half the shots. All rending.
Tiny bit cheaper than the old one too I think.
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Post by DarkRonin Thu Mar 10, 2011 8:07 pm

Psycannons have always been great, just a bit sad about the new Psycannon bit. I first thought that it was the P-Silencer but after reading over the notes and looking over sprues, I was saddened. The Psycannon looks bulkier now. It used to be so graceful. Though, it would make creating Purgation Squads so much easier now then before. That might be the key to the army, max Purgations with as many psycannons as we can fit.
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Post by Rivan Thu Mar 10, 2011 8:09 pm

Zealadin wrote:The Psycannon is amazing, same stats as a assault cannon except better strength, and it has a heavy and assault firing mode, heavy is same as the assault cannon, and assault is half the shots. All rending.
Tiny bit cheaper than the old one too I think.

You are absolutely correct Brother Z. A little bit cheaper for SS (of which they can have 1/every 5 models). VERY cheap for purifier squads--10 pts and they can have 2/every 5 models!
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Post by NemesisForce Thu Mar 10, 2011 8:11 pm

Rivan, I was just using the the melta bombs and auspex as examples because they were the same cost values as the Strike/Purifier squad halberds. It was my way of you not having to give point values outright. wink wink Smile Did you notice wether the Purifier squads get two special weapons per 5 models still?

edit: nevermind the last q, I read it above.
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Post by Rivan Thu Mar 10, 2011 8:17 pm

NemesisForce wrote:Rivan, I was just using the the melta bombs and auspex as examples because they were the same cost values as the Strike/Purifier squad halberds. It was my way of you not having to give point values outright. wink wink Smile Did you notice wether the Purifier squads get two special weapons per 5 models still?

edit: nevermind the last q, I read it above.

lol oh well, I'm slow to pick up sometime Razz
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