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Downside of the Devilfish
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Old 14 May 2005, 01:21   #1 (permalink)
Shas'Ui
 
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Default Downside of the Devilfish

Ok, my friend mentioned this to me today.

if you go over 7" with the fish, then when the fish dies, all the passengers roll to take a wound (ok I knew that part)

The part he mentiond for the downside is that after you roll to wound for all the passengers, you re-roll all the bad ones. Is this true? How come I never knew about this. Or, is my friend lying?
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Old 14 May 2005, 01:57   #2 (permalink)
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Default Re: Downside of the Devilfish

I am pretty sure you do not re-roll the bad one, but I migh be wrong.
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Old 14 May 2005, 02:48   #3 (permalink)
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Default Re: Downside of the Devilfish

no that not true
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Old 14 May 2005, 03:11   #4 (permalink)
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Default Re: Downside of the Devilfish

Freaky_beef:

You've been cheated, told bad information, and flat out lied to. That rule doesn't exist at all in 40k.

Sounds like someone's getting a beating soon Strap him to an inquisitorial crucifix and make him squeel like a little piggy!
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Old 14 May 2005, 03:57   #5 (permalink)
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Default Re: Downside of the Devilfish

Actually, I do seem to recall seeing something related to this. I don't have my rulebook here, so someone will have to check for me. It may just be that you must reroll successful armor saves in certain circumstances (either vehicle annihilated or a skimmer crash).
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Old 14 May 2005, 04:04   #6 (permalink)
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Default Re: Downside of the Devilfish

wow ithat sucks it that for sure?
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Old 14 May 2005, 04:33   #7 (permalink)
Shas'Ui
 
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Default Re: Downside of the Devilfish

Doesn't anyone here own the rulebook?

If a transport is destroyed, and it moved more then 6" in the previous turn, you re-roll failed wounds when determining how many of the passengers are wounded.

Also sometimes referred to as a master-crafted explosion.

Quote:
You've been cheated, told bad information, and flat out lied to. That rule doesn't exist at all in 40k.
:
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Old 14 May 2005, 04:40   #8 (permalink)
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Default Re: Downside of the Devilfish

Quote:
Originally Posted by Doctor Thunder
Doesn't anyone here own the rulebook?
heh, I do, I do! :P

The rule certainly exists, its in the emergency disembarkation table - page 68 of the BFM rulebook.
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Old 14 May 2005, 04:43   #9 (permalink)
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Default Re: Downside of the Devilfish

Quote:
Originally Posted by MalVeauX

Sounds like someone's getting a beating soon Strap him to an inquisitorial crucifix and make him squeel like a little piggy!
they do that....? COOL!!!!!!!! we can't even do that now can we.....?
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Old 14 May 2005, 05:33   #10 (permalink)
Shas'Vre
 
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Default Re: Downside of the Devilfish

Quote:
Originally Posted by [ maCe
link=topic=7295.msg125994#msg125994 date=1116045630]
heh, I do, I do! :P

The rule certainly exists, its in the emergency disembarkation table - page 68 of the BFM rulebook.
Whew! When I started reading the replies above I was thinking I had gotten a bad rulebook.

Yes, if you move over 6" and the passengers are forced to disembark (due to a vehicle destroyed or a penetrating hit (not possible on a DF if it moved over 6" though), all the passengers take a wound on a 4+ and then any rolls of 1,2,or 3 are rerolled. Note: The rule doesn't say "all failed wounds are rerolled" which is an important distinction b/c ork trukkboyz only take a wound on a "6" - that means that rolls of 4 or 5 they don't have to reroll.
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