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New Codex rule foibles.
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Old 07 Dec 2007, 01:49   #1 (permalink)
Shas'Vre
 
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Default New Codex rule foibles.

I'm curious about two things with the new Codex...

Regarding the Weirdboy Teleport power...if the Weirdboy was in a Nob Mob with a Dedicated Battlewagon, what would happen when they cast Teleport?
a) the unit disembarks...then teleports
b) The vehicle teleports with them.
c) Something else

Also, do Bomb Squigs ignore LOS? It says they target the nearest vehicle, but that makes me wonder do they go through cover/etc to get them? It would make sense (a bouncing squig which ignores obstacles)...
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Old 07 Dec 2007, 13:14   #2 (permalink)
Shas'Ui
 
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Default Re: New Codex rule foibles.

In reply to the weird boy question.

Under most situations you can not use a psychic power will in a transport. The model has to be on the table. Farseers can no longer ride in a Falcon and guide the Falcon. SM commanders lose Rite of Battle if thy are in a transport.

Now the weird boy section might say something different, but most of the time if a model is not physically on the table then they can not use any of their special abilities.
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Old 07 Dec 2007, 14:11   #3 (permalink)
Shas'El
 
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Default Re: New Codex rule foibles.

In regards to the Bomb Squigs, they do not have to have line of sight are are only blocked by impassable terrain!

Go sic 'em, Grisnak!

Best,
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Old 08 Dec 2007, 18:55   #4 (permalink)
Kroot Shaper
 
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Default Re: New Codex rule foibles.

What happens with the weirdboy if he rolls a 2 or three and there is no enemy in range?
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Old 08 Dec 2007, 20:16   #5 (permalink)
Shas'O
 
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Default Re: New Codex rule foibles.

Quote:
Originally Posted by JBunny
In reply to the weird boy question.

Under most situations you can not use a psychic power will in a transport. The model has to be on the table. Farseers can no longer ride in a Falcon and guide the Falcon. SM commanders lose Rite of Battle if thy are in a transport.
Maybe its just me, but doesn't that seem sort of... dumb?
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Old 08 Dec 2007, 21:21   #6 (permalink)
Shas'Ui
 
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Default Re: New Codex rule foibles.

Quote:
Originally Posted by Lord-General Thunder
Quote:
Originally Posted by JBunny
In reply to the weird boy question.

Under most situations you can not use a psychic power will in a transport. The model has to be on the table. Farseers can no longer ride in a Falcon and guide the Falcon. SM commanders lose Rite of Battle if thy are in a transport.
Maybe its just me, but doesn't that seem sort of... dumb?
Yes it does. But rulewise it makes perfect sense. Why should the commander get special treatment?

Rules and logic are mostly incompatible. And I think this is one of the "minor" cases ;D

Greetz, Trogdor
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Old 09 Dec 2007, 00:13   #7 (permalink)
Kroot Warrior
 
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Default Re: New Codex rule foibles.

I to would like to know about the weirdboyz when they roll a 2 or 3 and no enemy is in range.



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Old 10 Dec 2007, 01:47   #8 (permalink)
Kroot Shaper
 
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Default Re: New Codex rule foibles.

Shoot the ground?

Also, according to the new Grot rules, if you take 19 grots, you only need one Runherd?
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Old 10 Dec 2007, 02:03   #9 (permalink)
Shas'El
 
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Default Re: New Codex rule foibles.

Quote:
Originally Posted by molath
Shoot the ground?

Also, according to the new Grot rules, if you take 19 grots, you only need one Runherd?
That would be correct.
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Old 10 Dec 2007, 06:54   #10 (permalink)
Ethereal
 
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Default Re: New Codex rule foibles.

Quote:
Originally Posted by molath
Shoot the ground?

Also, according to the new Grot rules, if you take 19 grots, you only need one Runherd?
I haven't got a clue why you would want to skimp on a few paltry points though... take those extra grots and see what the biggest thing is that you can hold up.
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