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GK Rule Clarifications:

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Post by Coyote Wed Mar 25, 2009 12:19 pm

I thought I read something about this somewhere, but I can't seem to find it.

If I had a GK hero with a psychic hood and unguents of warding could I try to deny a psychic power with the psychic hood and if that failed try to deny it with the Aegis, and if that failed use the 4+ save granted by unguents of warding?

I have very little experience with psychic hoods. Does it require line of site to the model whose power I am trying to deny?

While I'm on this whole psychic thing...Do psychic powers that work like shooting rules require my opponent test for shrouding?

Sorry about all the questions, but one question seemed to lead to another Wink


Last edited by Coyote on Wed Mar 25, 2009 12:26 pm; edited 1 time in total (Reason for editing : typos)
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Post by Rivan Wed Mar 25, 2009 3:09 pm

@Coyote: You can use either the psychic hood or aegis to try to block a psychic power, not both. However, if you weren't able to block it, your unguents of warding still gives you a 4+ save vs. whatever effect the psychic power had.

And yes, to use psychic powers that function like shooting, they must first get past shrouding. If they make their shrouding roll, you can still try block their psychic power w/ aegis or hood. Hope this helps...
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Post by Coyote Thu Mar 26, 2009 12:55 pm

yes it it does


Thanks
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Post by Zealadin Thu Mar 26, 2009 6:42 pm

Or grab a null rod and just laugh in their psychers face Razz
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Post by Coyote Thu Mar 26, 2009 7:05 pm

Definitely...my psyquisitor w/ shooty retinue always takes one when I know I'm playing eldar Smile
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Post by Rivan Tue Apr 07, 2009 3:57 pm

Brothers, I was just going over the rules on SL again and correct me if I'm wrong but even if a vehicle can't shoot any of it's weapons on the same turn as triggering it's smoke launchers, embarked units can still fire out of the fire points right?

...example: chimera zooms 12" to stop alongside an enemy tank, triggers smoke launchers, and 2 embarked IST pop out of the top hatch and unload melta gun shots.
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Post by Coyote Tue Apr 07, 2009 4:47 pm

Thats a tough one. I would say YES. I see it at as being on the same line of thinking as an embarked unit being able to shoot at something different than the transport. Also there are no rules that say an embarked unit can't shoot when SL's are used.
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Post by NemesisForce Tue Apr 07, 2009 5:26 pm

Fudgey. But as Coyote said there's no rule against. Strange that one has never come up before.
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Post by Rivan Tue Apr 07, 2009 6:12 pm

I know. I was just thinking it can be a really good tactic while keeping an embarked unit temporarily safe from enemy shooting and give the transport some defense.

I was drafting 2 alternate lists that I can have fun with to actually use some of the models I've spent a lot of time on w/ conversions and stuff... 1 list has SoB allies. Imagine an immolator w/ 6 celestians inside that has a melta gun and a heavy flamer. immolator speeds up 12" and either fires TL heavy flamers at infantry or pops smoke, and one celestian pops out to shoot (either HF or MG depending on target)

The other list has the example I gave above w/ the chimera...Smile
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Post by Zealadin Tue Apr 07, 2009 9:43 pm

Out of interest, if a weapon is destroyed on your vehicle, can you chose which one?
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Post by Rivan Tue Apr 07, 2009 10:37 pm

I believe your opponent gets to nominate w/c weapon is destroyed.
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Post by Coyote Wed Apr 08, 2009 3:57 am

I like the way you think Rivan

Zealadin I mainly play pick up games but that is how everyone I've ever played as well as myself has done it.
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Post by Rivan Wed Apr 08, 2009 3:31 pm

Brothers, I haven't received the official reply from the GW rulesboyz but a couple of GW stores told me that embarked units CAN'T shoot either on the turn that a vehicle triggers smoke launchers...simply because they can't see through the smoke either. I guess it does make sense w/ the smoke.
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Post by Rivan Thu Apr 09, 2009 6:13 am

Brothers, got the official word from GW Rulesboyz: yes, embarked units can still shoot on the turn that their vehicle triggers smoke launchers Very Happy cheers
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Post by Coyote Thu Apr 09, 2009 6:37 am

Be careful with those rulesboys Rivan. I once got one of them to say that GK Dreads benefit from the shrouding. Nonetheless I agree with them this time Wink
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Post by Rivan Thu Apr 09, 2009 6:40 am

Hmmm, out of curiosity, if the Rulesboyz say one thing and the staff at a GW store say a different thing, who's correct? Aren't the Rulesboyz the department that work on FAQs and Errata also?
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Post by Coyote Thu Apr 09, 2009 6:52 pm

I cant answer that....usually I get a consesus of 3 sources and go with that
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Post by NemesisForce Thu Apr 09, 2009 8:06 pm

No offense to the hard-working redshirt grunt, but I think the Rulesboyz might be a tier higher when it comes to things like that. Just my personal opinion though.
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Post by Rivan Thu Apr 09, 2009 8:20 pm

I'm inclined to agree w/ you there Brother NF.

You know what's funny? Being an Admin Officer and working in the world of HR and Admin, I'm a "documentation" kind of guy. My GW binder has not only my army lists but also hard copy print outs of answers I get from the GW rulesboyz Very Happy That way, during a game, if there are any disputes, I just pull out the answers the rulesboyz gave me LOL
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Post by NemesisForce Fri Apr 10, 2009 11:25 pm

I hear ya. With our out-of-date codex I make sure the first thing I pack is both the DH and B&CS 'Gotcha' FAQ's. It's getting to the point where I need a binder for it as well. Hell, I just might get one, draw a sword on it and hang it over my chest just like my own personal GK Liber Rulemonica.
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Post by Andarius the Red Sat Apr 11, 2009 9:12 pm

hmm what is this "Gotcha" FAQs you speak of NemesisForce? My interest has been peaked.
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Post by NemesisForce Sat Apr 11, 2009 9:52 pm

The boys at the Bolter and Chainsword forum just compiled under one roof all the quirky rules differences our DH codex has. It's handy and nicely organized and makes it easier for reference.

There's a PDF. file at the bottom of the first post:

http://www.bolterandchainsword.com/index.php?s=4b7a6b3b82c3573bba59217c8c7ea097&showtopic=150103&st=0&start=0
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Post by Constantine Sat Apr 11, 2009 10:26 pm

Thank you for that link Brother NF. That will be a valuable resource. study
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Post by Rivan Sun Apr 12, 2009 6:26 pm

Yup. Thanks Brother! Another document to go into my binder Very Happy

Holy crap! I didn't even realize how the new initiative rules w/ difficult terrain affected our Rites of exorcism. So demons not only have to roll for difficult terrain to assault our GK's, they also attack at initiative 1 unless they have assault grenades or equivalent. I checked out my Chaos demons codex and only demons that have access to Aura of Acquiescence (Slaanesh) and Cloud of Flies (Nurgle) can attack us at normal initiative. So the rest like bloodletters will always strike at initiative 1. Cool!!! cheers
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Post by Klomster Mon Apr 13, 2009 2:23 pm

Hehehe, that is an awesome rule.

But alot of the other stuff. WTF?

Very interesting, i will play my assult cannon as 4 shots anyway.

And i don't use much of the other stuff anyway.

Hehe, our thunderhammers are fun, not too mention a deamonhammer versus a deaomn.

Imagine grand master with demaonhammer vs bloodthirster, what's the thirsters I? 5? If so, the grand master migh survive the onslaught (espescially with the other wargear he might have like grimoire and such)

BANG, hit the bloodthirster and he's out, may never hit again as long as we keep hiting him.
OOohh how i love weird stuff some times.

And i just realised something.

Technically, you can equip your grand master with thunder hammer NFW, it should work, replace stormbolter with deamon hammer/thunder hammer and you are good to go, correct me if i'm wrong..
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