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Apothecaries
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Old 08 Apr 2007, 01:12   #1 (permalink)
Shas'Saal
 
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Default Apothecaries

So I found an old Apothecary model and decided to include him in my command squad. Now the rules say that I can ignore 1 wound per turn.

My Question is: Does that just apply to my multi-wound commander, or could I save a felled marine that lost his 1 wound?
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Old 08 Apr 2007, 01:17   #2 (permalink)
Shas'Vre
 
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Default Re: Apothecaries

every model has at least one wound right?
so If you opponent manages to dish out a wound to a single wounded models then the apothecary can use his voodoo magic on that model, so yes



at least I think :
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Old 08 Apr 2007, 01:38   #3 (permalink)
Ethereal
 
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Default Re: Apothecaries

As long as it is not an insta-kill weapon you may use it. Or if it is a power weapon, or ignores armor(as most insta killers do..)
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Old 08 Apr 2007, 12:56   #4 (permalink)
Shas'La
 
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Default Re: Apothecaries

Read the rules again. It doesn't say you can ignore one wound per turn; it says you may ignore one failed save (Armor, invul. etc.) per turn as long as it does not cause instant death, is not a CC attack that ignores armor, and the apothecary is not locked in combat. Further more, this rule applies to all models within 6" of him, not just to his squad. This is important stuff, and nowhere does it mention wounds.

Make sure you read carefully, because you can miss important details if you don't. If you want to squeeze everything out of your army, you have to fully understand all the rules.
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Old 08 Apr 2007, 15:05   #5 (permalink)
Shas'Saal
 
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Default Re: Apothecaries

Quote:
Originally Posted by Bustafer Jones
Read the rules again. It doesn't say you can ignore one wound per turn; it says you may ignore one failed save (Armor, invul. etc.) per turn as long as it does not cause instant death, is not a CC attack that ignores armor, and the apothecary is not locked in combat. Further more, this rule applies to all models within 6" of him, not just to his squad. This is important stuff, and nowhere does it mention wounds.

Make sure you read carefully, because you can miss important details if you don't. If you want to squeeze everything out of your army, you have to fully understand all the rules.
Right... I summed up the rule that was given 3 paragraphs into a sentence. I can read fine thank you.

Anyway, I got my answer! thanks Wyoming and Icer and Bustafer.
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Old 08 Apr 2007, 15:28   #6 (permalink)
Shas'La
 
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Default Re: Apothecaries

Sorry, man, not trying to criticize your reading, just wanting to make sure you get the whole picture. As it stood, it looked like you had seriously underestimated tha apothecary, and i didn't want that. He totally rocks, but a lot of people will try to badger you into thinking that can can't ignore failed invul saves, or that his ability is confined to the squad, etc. I just want you to be ready to cram all that garbage roight back down their throats. Best of luck with him.
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Old 09 Apr 2007, 14:19   #7 (permalink)
Shas'Saal
 
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Default Re: Apothecaries

To spare creating an entirely new thread....

Also about apoth's

Can they equip a bolter?


I can't find anywhere in the book that says they can't....

or that their Apoth equipment takes up a hand.

Not in the FAQ's....

Also under command squad it says the squad is equipped with "BOLTERS" and never goes on to change anything in regards to the apoth.



Thanks,
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Old 09 Apr 2007, 14:22   #8 (permalink)
Shas'O
 
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Default Re: Apothecaries

The narthecium/reductor is not a weapon, it is wargear. Apothecaires carry a bolter (or bolt pistol and close combat weapon)

If they have terminator honours they also gain access to the armoury.
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