[Epic] [E40k] Second batch for the FAQ

From: Richard Dewsbery <dewsbery_at_...>
Date: Fri, 18 Apr 1997 18:40:54 +0100

Okay, I warned you I'd sent in a second batch of questions to Jervis,
and here are the answers.

Notice that the earlier ruling on Exarchs has already been overturned.

The ruling on pop-ups makes Engines of Vaul nasty if used right - but
remember artillery can shoot at them even without line of sight).

>From now on, questions are to be sent via Allen (allen_at_...).

Richard

--------------------------------------------------------------
> Hello Richard,
>
> >Jervis, thanks for the answers to the questions I sent you recently.
>
> No problem!
>
> >The ruling that blast markers affect the shooting of super heavy weapons
> >seems to have reached only about half of the GW store staff and customer
> >service reps - it may be that at some point in future, there will need
> >to be a page in White Dwarf dealing with this and other frequently asked
> >questions!
>
> It will be covered in a battle report in WD 211
>
> While on this subject, Andy has taken me to task on the answer I gave about
> Exarchs (I wasn't around when they were playtesting the Eldar, and got
> things a bit wrong... sorry!). The following is likely to be the _revised_
> answer we give in WD211:
>
> Add the following to the end of the Assault Special Ability description:
> "If combined with the heavy weapon ability, change the range to 45cm and
> add +1 firepower, but halve the unit's assault value before adding +1."
>
> Now, on to the new questions
>
> >1) When during the turn order are skimmer war engines, such as the
> >Eldar Engines of Vaul, eligible to pop-up:
> >
> >a) At the start of the shooting phase (allowing them to be shot at
> >by
> >vehicles and infantry;
> >b) At the start of the war engine shooting phase;
> >c) When the owning player decides to shoot with their detachment
> >(effectively preventing all but other war engines yet to shoot from
> >shooting back);
> >d) At some other time?
>
> P: c
>
> >2) What was the rationale behind making Terminators marines with a
> >save, as opposed to marines with hero status (particularly as ork nobz
> >now outclass terminators in close combat)?
>
> P: We felt it better reflected their abilities (Terminators are primarily
> shooters, Ork Nobs primarily assault troops). Also Terminators just aren't
> as goon in close combat as Space Marine Assault squads, while Nobz are
> amongst the most effective assault troops in the Ork army. As a house rule
> allowing players to upgrade Terminators to assault troops would be fine,
> but converting the miniatures to show the Thunder Hammers etc might be
> rather fiddly!
>
> >3) When a transport carrying a unit with the save special ability
> >is
> >destroyed, what happens to the transported unit:
> >a) The infantry are destroyed on a roll of 1,2 or 3 as per pge 15
> >of
> >the rules;?
> >b) The infantry are destroyed on a roll of 1, 2 or 3 only if they
> >also
> >fail their saving throw with a second 1, 2 or 3?
>
> P: b
>
> >4) There has been some concern about the abilities of Tyranid
> >bio-titans, given that they have no shields or special saving throw.
> >Part of the background information says that the Tyranid titans have
> >regeneration. Is this:
> >a) Some special, otherwise undocumented feature;
> >b) A reference to the ability of all war engines to repair damaged
> >systems.
>
> P: The ability of Tyranid Bio-Titans to regenerate is represented by their
> high armour value and number of wounds.
>
> >5) When the rules call for a value to be halved, eg. the
> >firepower of
> >units with assault orders during the shooting phase, do you:
> >a) Round up;
> >b) Round down?
>
> P: Up to you, but be consistent!
>
> >6) Barrage weapons, whilst being super heavy weapons, have a
> >firepower
> >calculated by adding up the targets under a template, and place blast
> >markers based on this firepower on the second column of the blast
> >marker table (under Firepower). Are the Heavy Barrage weapons:
> >a) treated in the same way on that table (except for the alternate
> >turn
> >shooting and the doubling of hits to calculate firepower);
> >b) treated as super heay weapons on the blast markers table?
>
> P: a
>
> Hope that helps.
>
> Jervis
Received on Fri Apr 18 1997 - 17:40:54 UTC

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