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post #11 of 103 (permalink) Old 07-30-12, 03:34 PM
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enter the seercouncil on bikes
oh to this debate i beleive its been faqued as there pow swords
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post #12 of 103 (permalink) Old 07-30-12, 03:45 PM
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I've not seen any FAQ that mentions banshees - have you got a link?

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post #13 of 103 (permalink) Old 07-30-12, 04:13 PM
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This is a giant loophole in the rules. At my FLGS we decided for tournaments the base size of a model must be the same as the current models. No 1" base terminators for example. By the same token, models are equipped with whatever they are currently equipped with. This goes for 3rd ed bloodletters with axes too.

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post #14 of 103 (permalink) Old 07-30-12, 04:24 PM
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This goes for 3rd ed bloodletters with axes too.
You'd be wrong then as Bloodletters have Powerswords.

It's not a massive loophole, it's working as intended, Power Swords, Axes and Mauls all have different characteristics which all come out as pretty even in the end, so they all cost the same amount.

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post #15 of 103 (permalink) Old 07-31-12, 07:41 PM
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Originally Posted by Archaon18 View Post
Same as with all thing with Unwieldy, pile in at your initiative (Eg 4 for a Astartes terminator) then strike at I1.
So GK with a halberd strike at I6 and then pile in at I4?

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post #16 of 103 (permalink) Old 08-01-12, 01:06 AM
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I'd call the I10 argument moot. Banshee models are supposed to come with swords. Changing them to axes is modeling for advantage. The rule isn't meant to give you free buffs, it's meant to clear up what a "power weapon" is.
Untrue, the rules clearly now grant players benefits to make modelling for advantage a normalised part of the game. As for 'clearing up' there was no confusion before...
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Same as with all thing with Unwieldy, pile in at your initiative (Eg 4 for a Astartes terminator) then strike at I1.
I'd like to see the rationale for this, since I don't read the rules the same way. A link will suffice, since it's clearly been discussed before.
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post #17 of 103 (permalink) Old 08-01-12, 01:17 AM
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Untrue, the rules clearly now grant players benefits to make modelling for advantage a normalised part of the game. As for 'clearing up' there was no confusion before...


I'd like to see the rationale for this, since I don't read the rules the same way. A link will suffice, since it's clearly been discussed before.
It has to do with the steps of applying the initiative. I don't have the exact wordage on it, but it basically says, You take your initiative, apply any bonuses (such as their helmets), then apply unwieldy and other such rules.



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post #18 of 103 (permalink) Old 08-01-12, 01:20 AM
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I don't remember seeing that in the BRB, but I can be wrong on occasion. I shall check.
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post #19 of 103 (permalink) Old 08-01-12, 01:26 AM
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The USR for Unwieldly says flat "A model attacking with this weapon does so at Initiative Step 1" I don't see an room to move there.

Pg 22 "Initiative Steps" makes it pretty clear that it is the Ini with which you are making your attack that determines when you pile in.

Granted if you read the next paragraph you might think the profile value is used but it says "any model who's Ini is equal" which I'd take to mean their currently modified Ini.

The Mask rule simply says the model has Ini 10. So you'd then add modifiers, do any multipliers then do fixed values as per Pg 2
The only other allowance is the negating of grenades etc.

But Unwieldy locks you into Ini Step 1

Last edited by Magpie_Oz; 08-01-12 at 01:31 AM.
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post #20 of 103 (permalink) Old 08-01-12, 02:38 AM
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Masks say you strike at I10 in the first round of combat. So they're both fixed values. Hence me doing an article featuring it about a month ago.
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