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Farseer psychic powers
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Old 01 Apr 2010, 21:42   #1 (permalink)
Kroot Warrior
 
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Default Farseer psychic powers

1: Does Doom affect ALL hits against the target unit? (e.g. close-combat AND shooting) I assume so but I wanna make sure!

2: Does Fortune allow re-rolling of all types of saves? (e.g. armor, cover, invulnerable) Again, I assume so but you can't be too sure...

Thanks!
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Old 01 Apr 2010, 22:24   #2 (permalink)
Shas'La
 
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Default Re: Farseer psychic powers

Doom affeects all incoming wounds to the afflicted unit until the Farseer's next turn, including Shooting, Melee, vehicle/building explosions, dangerous terrain, Mind War, etc. If it "causes a wound," it can be rerolled.

Fortune allows all saves of any kind on the affected unit until the Farseer's next turn, including Cover, Invulnerable, and Armor saves.
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Old 02 Apr 2010, 00:15   #3 (permalink)
Shas'La
 
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Default Re: Farseer psychic powers

Tig's got it in one, give that man a cookie!
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Old 02 Apr 2010, 00:31   #4 (permalink)
Shas'El
 
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Default Re: Farseer psychic powers

[me=Ellipsisman]gives Tig a :cookie:[/me]

I third this explanation
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Old 02 Apr 2010, 00:49   #5 (permalink)
Shas'El
 
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Default Re: Farseer psychic powers

But Tig is wrong....

It doesn't affect Mindwar or Dangerous terrain... neither roll to wound...

Doom allows you to "re-roll to wound rolls", not failed dangerous terrain or rolls above the opponents...
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Old 02 Apr 2010, 01:01   #6 (permalink)
Shas'El
 
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Default Re: Farseer psychic powers

:P I gotta work on my reading skillz

I missed that he snuck in Mind War and DT tests. Shakey's right that they don't count. Mind War is technically just a roll-off and DT tests don't "roll to wound", they merely wound on a 1.

You still get a :cookie: though :funny:
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Old 02 Apr 2010, 05:15   #7 (permalink)
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Default Re: Farseer psychic powers

Thanks!
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Old 02 Apr 2010, 14:20   #8 (permalink)
Shas'La
 
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Default Re: Farseer psychic powers

Quote:
Originally Posted by Good'Ol'Shakey
not failed dangerous terrain or rolls above the opponents...
Hey now, he would be right, if those things actually rolled to wound
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Quote:
Originally Posted by Mr.Anonymous
I can't believe games workshop are really that unorganised. The DE codex looks like it was made back in 1970 and yet they're more worried about making sure the space marines are walking around in diamond coated power armour and shooting tyranids with sequin covered bolters
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Old 02 Apr 2010, 14:50   #9 (permalink)
Shas'Ui
 
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Default Re: Farseer psychic powers

Quote:
Originally Posted by Deris87
Quote:
Originally Posted by Good'Ol'Shakey
not failed dangerous terrain or rolls above the opponents...
Hey now, he would be right, if those things actually rolled to wound
Yes, but you don't roll to wound them, your opponent does. Also, mind war is done with leadership. Doom is specifically meant for Str. vs toughness wounding.
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Old 02 Apr 2010, 15:42   #10 (permalink)
Shas'La
 
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Default Re: Farseer psychic powers

Quote:
Originally Posted by Warpspiderman
Yes, but you don't roll to wound them, your opponent does. Also, mind war is done with leadership. Doom is specifically meant for Str. vs toughness wounding.
That was exactly my point. Also, there is no roll to wound with dangerous terrain, you simply suffer a wound automatically when you fail the dangerous terrain test. It's the same as a Gets Hot! wound, it results automatically from a different roll.
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