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> QM 2 2011 FaQ, keep it clean this time losers
Forensic Zombie
post Apr 8 2011, 11:35 PM
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Universal Special Rule Query,

If Ive got an Independent Commissar Lord equiped with a Camo Cloak, whom then joins a 50 man Guard blob squad, Do they then ALL rock out with the Stealth special rule?

i.e. 50 Guardsmen with +1 Cover Save, Possible? armata_PDT_08.gif

EDIT: Ive been told yes, But I just wanna clarify it here. So that nobody cries....

This post has been edited by Forensic Zombie: Apr 8 2011, 11:37 PM


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raven0470
post Apr 8 2011, 11:42 PM
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QUOTE(Forensic Zombie @ Apr 8 2011, 11:35 PM) *

Universal Special Rule Query,

If Ive got an Independent Commissar Lord equiped with a Camo Cloak, whom then joins a 50 man Guard blob squad, Do they then ALL rock out with the Stealth special rule?

i.e. 50 Guardsmen with +1 Cover Save, Possible? armata_PDT_08.gif

EDIT: Ive been told yes, But I just wanna clarify it here. So that nobody cries....

main rule book FaQ says that if one or more models in the unit have the stealth USR then the whole unit benefits. by RaW the commisar lord will give any unit he joins +1 cover
So I have to say yes! God dam it! armata_PDT_04.gif

This post has been edited by raven0470: Apr 9 2011, 10:21 AM
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Exile
post Apr 9 2011, 08:24 AM
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Just a quick question about the new Grey Knight Dread Knight. There seems to be a bit of confusion as to whether or not a Dreadknight armed with the standard Doom Fists (Dreadnought close combat weapon) gets to double its strength to 10, since the rules for DCCW state "walker" may double its strength up to 10. How will this be ruled at QM?


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raven0470
post Apr 9 2011, 10:22 AM
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QUOTE(Exile @ Apr 9 2011, 08:24 AM) *

Just a quick question about the new Grey Knight Dread Knight. There seems to be a bit of confusion as to whether or not a Dreadknight armed with the standard Doom Fists (Dreadnought close combat weapon) gets to double its strength to 10, since the rules for DCCW state "walker" may double its strength up to 10. How will this be ruled at QM?

Strength 10 biggrin.gif
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Forensic Zombie
post Apr 10 2011, 01:52 AM
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QUOTE(raven0470 @ Apr 8 2011, 11:42 PM) *

main rule book FaQ says that if one or more models in the unit have the stealth USR then the whole unit benefits. by RaW the commisar lord will give any unit he joins +1 cover
So I have to say yes! God dam it! armata_PDT_04.gif



Excellent. armata_PDT_36.gif The objective is mine forever.

Cheers Raven armata_PDT_11.gif

This post has been edited by Forensic Zombie: Apr 10 2011, 03:30 AM


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QUOTE( @ Jul 19 2011, 09:06 PM)
The Role of the Guardsman is to seek out and close with the Heretic, mutant and Xeno. To destory and anhillate him, to seize and hold ground, to repel attack, By day or night, regardless of Warp, Steel or fear. THE EMPEROR PROTECTS!


7RAR - 09JUL12 - ?

- I Survived the Failed Assault on the Wivenhoe Dam Complex circa M.11012011 -
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YogoZuno
post Apr 10 2011, 09:09 AM
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QUOTE
The objective is mine forever.

Right up until the point wher they get hit by flamers and assaulted...


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Eltnot
post Apr 21 2011, 02:27 PM
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Warp Quake - If a unit scatters into the area affected by Warp Quake, and rolls a 3-4 on the table allowing the opponent to place the unit instead, can it be placed into the area affected by Warp Quake? If so will it suffer another mishap?


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raven0470
post Apr 21 2011, 02:56 PM
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No , because you can't place units into dangerous or impassable terrain! armata_PDT_04.gif

This post has been edited by raven0470: Apr 22 2011, 01:04 PM
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Earendil the Dark
post Apr 22 2011, 10:14 AM
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When do you want army lists in by? I guess you guys are fairly busy until Auscon is finished.
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trigger happy
post Apr 22 2011, 12:42 PM
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armata_PDT_01.gif

This post has been edited by trigger happy: Apr 22 2011, 01:07 PM


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trigger happy
post Apr 22 2011, 12:48 PM
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QUOTE(Earendil the Dark @ Apr 22 2011, 10:14 AM) *

When do you want army lists in by? I guess you guys are fairly busy until Auscon is finished.



2 weeks before QM would be good so that they can be marked by panel.


unless of course you are not at all concerned about comp scores and don't mind getting a zero because your playing something super cheesy like dark eldar or something like that, in which case a week before will be fine just so that we can check it's legal. tongue.gif


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westwood
post Apr 22 2011, 01:28 PM
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So panel comp now?

No annoucement?


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trigger happy
post Apr 22 2011, 02:22 PM
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QUOTE(westwood @ Apr 22 2011, 01:28 PM) *

So panel comp now?

No annoucement?



yes it's now panel comp. it's also been a fairly recent decision. QM was tried with peer marked comp as a way of the players themselves having a little more say in the armies around them and to avoid the usual whinging that surrounds panel scores. unfortunately it has been proved in the past not to work as it should and QM was no exception to the norm.


if this is a problem for anyone and they want this discussed further then start another thread on this forum but don't post in this thread about it. lets just keep this as an FaQ only thing thanks.


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bob sprocket
post Apr 22 2011, 10:30 PM
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If a unit is under the effect of multiple castings of GK shrouding, do they gain a 6+ cover save for the first and stealth for the second resulting in a 5+ cover save in the open?


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fofjunior
post Apr 23 2011, 05:30 AM
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With the Witchhunters codex if I take an ][ lord with just a psychic hood (no psychic powers) can I use this model with my BT's?

BT codex says will not allie with any other model with psychic powers except GK's but I can't take GK's now.

Also if this is cool does the psychic hood still use the old on the table rule rather than the within 24" rule. Couldn't find this in the FAQ.

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trigger happy
post Apr 23 2011, 06:57 AM
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QUOTE(bob sprocket @ Apr 22 2011, 10:30 PM) *

If a unit is under the effect of multiple castings of GK shrouding, do they gain a 6+ cover save for the first and stealth for the second resulting in a 5+ cover save in the open?



shrouding does not stack. the only way to improve the shrouding save is to go to ground.


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trigger happy
post Apr 23 2011, 07:01 AM
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QUOTE(fofjunior @ Apr 23 2011, 05:30 AM) *

With the Witchhunters codex if I take an ][ lord with just a psychic hood (no psychic powers) can I use this model with my BT's?

BT codex says will not allie with any other model with psychic powers except GK's but I can't take GK's now.

Also if this is cool does the psychic hood still use the old on the table rule rather than the within 24" rule. Couldn't find this in the FAQ.

Cheers


as long as the ][ does not have any psychic powers it's OK.

witch hunter hoods still have unlimited range if the models is in play.


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westwood
post Apr 23 2011, 09:51 PM
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Something that came up today; (there are more things to ask, but I've forgotten what Warnads wanted me to ask)

After Models emergency disembark after their transport is destroyed & access points are blocked, the BRB states that the models may not do anything for the remainder of the turn. Does this mean player turn or game turn.

Example;
Opponents transport is destroyed in my assault phase, embarked unit emergency disembarks as I have exits covered. Can they act as normal in their next turn? (which is still the same game turn as I went first)


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trigger happy
post Apr 26 2011, 09:01 AM
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QUOTE(westwood @ Apr 23 2011, 09:51 PM) *

Something that came up today; (there are more things to ask, but I've forgotten what Warnads wanted me to ask)

After Models emergency disembark after their transport is destroyed & access points are blocked, the BRB states that the models may not do anything for the remainder of the turn. Does this mean player turn or game turn.

Example;
Opponents transport is destroyed in my assault phase, embarked unit emergency disembarks as I have exits covered. Can they act as normal in their next turn? (which is still the same game turn as I went first)



page 9 brb, unless a rule specifies game turn it refers to player turn.

page 67 brb, the emergency disembark rule does not refer to game turn, so the unit will be unable to do anything in the player turn that they are forced to disembark.


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Blood Angel
post Apr 26 2011, 10:05 AM
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When you take Lemartes in your death co, his Lityrgies of Blood states he and his deathco re-roll hits and wounds. How are independant Characters affected joining this unit?

A) they have no benifit as he is non std Chaplain.
B) They re roll to hit like std Chapalin rule set.
C) they aare now part of his death company unit and re roll both to hit and wound.

Also when he takes a wound his St and AT increase to 5, this can be boosted to ST 6 with F/Charge as it is not a special weapon?

Cheers


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