Could someone help settle a rules disagreement, how do extra attacks and flamethrowers work. Do you get an extra d6 per attack or just an single d6 +other attacks.
IE: If I had a flame throw and 3 attacks do I get 3d6 attacks in melee or just d6+2?
Joined: Sun Apr 18, 2010 6:31 am Posts: 320 Location: Norway, which is not the capital of Sweden
Zero wrote:
Why would your unit move in the opponent's movement phase? They only move in your own movement phase, including falling back.
So, if I get shot at during my opponent's turn, lose 25%+ guys and be forced to make a morale check, and fail the morale check...then I don't make the fall back move until the start of my own movement phase? I interpreted the wording as saying I have to make the fall back move immediately.
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Joined: Mon Mar 21, 2011 3:33 pm Posts: 178 Location: Napa Valley, California
Do sniper rifles still have rending in 6th edition? I can't seem to find it anywhere and it would kind of be pointless to take Ratlings now if they can't rend.
Joined: Sat Aug 29, 2009 5:01 pm Posts: 592 Location: Malmö, Sweden
hakunamatartin wrote:
Zero wrote:
Why would your unit move in the opponent's movement phase? They only move in your own movement phase, including falling back.
So, if I get shot at during my opponent's turn, lose 25%+ guys and be forced to make a morale check, and fail the morale check...then I don't make the fall back move until the start of my own movement phase? I interpreted the wording as saying I have to make the fall back move immediately.
If you get shot and fail your Morale Check you fall back immediately. But after that you only fall back in your own Movement Phase.
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Joined: Sun Apr 18, 2010 6:31 am Posts: 320 Location: Norway, which is not the capital of Sweden
Embergem wrote:
If you get shot and fail your Morale Check you fall back immediately. But after that you only fall back in your own Movement Phase.
Ah, thanks for clearing that up. There was a lot of debate one night about that specific rule, where I think we talked it to death just confusing ourselves. Lesson learned: Don't discuss rules late at night under...special circumstances.
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It was to do with buildings only. It will probably be useful to know in any case.
Grenades are in the weapon chapter, look it up in the index.
Essentially not many 'nades can be thrown then only one per unit. It will never be a game changer as it is short range. Some can be used in assault. Some have other uses and rules. Moreover the same rules as last editions plus some grenade throwing.
If you are a keen tournament marine player you'll probably want to know when best to throw or just rapid fire or pistol, otherwise you can live without it.
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Kris Knives wrote:
Hey everyone,
Could someone help settle a rules disagreement, how do extra attacks and flamethrowers work. Do you get an extra d6 per attack or just an single d6 +other attacks.
IE: If I had a flame throw and 3 attacks do I get 3d6 attacks in melee or just d6+2?
are you on about the overwatch flamers? and then attacking in combat
overwatch causes D3 auto hits
but you always get your base attacks in combat (models with D6 attacks get D6 attacks)
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I have a few of my own after playing a practice game with a friend. 1) Can you snapfire krak missiles from missile launchers? 2) If a unit is behind a wall of cover, but the blast template lands behind them, do they still get a cover save? 3) Do blast templates still allocate to the front of the unit? 4) What's the maximum move distance a transport can move while the users inside can snap fire out of fire points?
I would look at my rulebook, but I'm sitting in class and it's not on me. xD
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