by timewizard » Tue Aug 05, 2008 3:01 pm
by LordMalekTheRedKnight » Tue Aug 05, 2008 4:22 pm
by timewizard » Tue Aug 05, 2008 5:54 pm
by ruffian4 » Tue Aug 05, 2008 11:15 pm
killmaimburn wrote:If this is a masked ball, then the other bits of him are off spiking the teachers punch.
by LordMalekTheRedKnight » Tue Aug 05, 2008 11:31 pm
by LordMalekTheRedKnight » Tue Aug 12, 2008 11:41 am
Genestealer Magus - Force Commander - 80 ptsWS BS S T W I A Ld Sv 3 3 3 3 2 4 1(2) 10 5+/3+InvUnit Type: InfantryUnit Size: 1 ModelWeapons: Laspistol, Force Weapon (Staff)Special Rules: - Independant Character- Fearless- Psyker- Psychic Power - "Jinx": Requires a successful Psychic Test, cast instead of shooting, targets any enemy unit that has at least one model within Range (24") and LOS. An affected unit must re-roll all successful 'to-hit' rolls in its following Shooting Phase (if a weapon uses the Scatter & distance dice, the Cult player can choose whether or not the dice are re-rolled, regardless of the first result). Does not affect who the Magus can charge, and if he is joined to a unit, they are not restricted to shooting/charging the same unit he targets with the power (i.e. it does not work like shooting). - Psychic Shield: The Magus has 3+ Invulnerable Save, and the Eternal Warrior USR.- Hive Beacon: All friendly units that have at least one model within 12" of the Magus may use his Ld for any Leadership tests while he is alive. If the Magus is removed from play, each friendly unit within 12" must pass an immediate Pinning Test or Go To Ground.Brood Brothers Squad - 60 ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 10 ModelsWeapons: Lasguns/Autoguns. In addition, 1 model has a Flamer and 1 has a Heavy Stubber (R24", S4, AP6, Assault 3). Special Rules: - Home Turf: The unit has the Scouts and Move Through Cover USRs. If the Magus is joined to the unit, these rules are NOT lost. Note however that units with this rule are not entitled to make Outflanking moves.Brood Brothers Anti-tank Squad - 40 ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Lasguns/Autoguns, Krak Grenades. In addition, 3 models have Rocket Launchers (R24", S8, AP3, Assault 1). Special Rules: - Home Turf (see above)Genestealer Hybrid Brood - 100 ptsWS BS S T W I A Ld Sv 3 2 4 3 1 4 1(2) 8 5+Unit Type: InfantryUnit Size: 10 ModelsWeapons: Laspistols/Autopistols, Close Combat Weapons, Frag Grenades. In addition, 5 models have Rending Claws.Special Rules: - Fleet- Home Turf (see above)Genestealer Purestrain Brood - 120 ptsWS BS S T W I A Ld Sv 6 0 4 4 1 6 2(3) 10 5+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Rending Claws, Scything TalonsSpecial Rules: - Fleet- Move Through Cover- Hidden Threat: The Purestrain Brood MUST be placed in Reserve during Deployment, and enter play using the Deep Strike rules. Once they arrive, they receive a 5+ Cover Save (which can be improved by Going To Ground as normal), even in the open, until the start of the following Cult turn. This Cover Save is immediately lost if the brood decides to Run in its Shooting Phase.
by ruffian4 » Tue Aug 12, 2008 12:38 pm
by LordMalekTheRedKnight » Tue Aug 12, 2008 12:52 pm
ruffian4 wrote:I liked the list, Tim. It worked well!!!
ruffian4 wrote:Re-re-rolls (!) and jinx.Do you think it's ok to force a re-roll on a re-roll in this manner or not?
by WolflordHavoc » Tue Aug 12, 2008 1:11 pm
by LordMalekTheRedKnight » Tue Aug 12, 2008 1:28 pm
WolflordHavoc wrote:It therefore does not matter 'how' the 'hits' were achieved in the first place (ie were rerolled misses etc) simply reroll any that do ultimately hit.
WolflordHavoc wrote:Or how about changing the rule to 'any to hit roll of a 6 is a miss?'
by mattjgilbert » Tue Aug 12, 2008 1:36 pm
by LordMalekTheRedKnight » Tue Aug 12, 2008 1:59 pm
mattjgilbert wrote:If you are going to 4+ things... just auto-grant the target unit a cover save of 4+. Very 5th ed!
mattjgilbert wrote:This save is even permitted for weapons which would normally ignore cover saves.
mattjgilbert wrote:Another option = reduce BS by 1 for the unit. That way you roll less dice and the chance of hitting is still reduced by the jinx. This is the simplest solution I think.
by mattjgilbert » Tue Aug 12, 2008 2:15 pm
by ruffian4 » Tue Aug 12, 2008 2:30 pm
LordMalekTheRedKnight wrote:they would cancel eachother out:first roll= hit = re-roll (Jinx)= miss = re-roll (Guide/Twin-linked/etc)
by LordMalekTheRedKnight » Tue Aug 12, 2008 3:21 pm
ruffian4 wrote:yES, BUT THE THING IS, TWIN-LINKED CAN TURN A MISS INTO A HIT (CAPS LOCK, SORRY, IT JAMS ) AND THE RULE states you re-roll hits.
ruffian4 wrote:My question was one of rai, I suppose. Maybe a reminder that jinx will not allow re-rolls to be re-rolled is sufficient
mattjgilbert wrote:Do you have any barrage weapons in your force?
mattjgilbert wrote:Flamers and blast weapons could halve the number of hits (rounding down). I think I like this the best so far - the jinxed unit will (likely) cause less hits and no extra dice are rolled to figure that out.
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