I've come upon a copy (not discussing if legit of not and where to get it... if you know you know and if you don't know learn to use google :P) of the core rulebook for 3.0, and I'm sure many other by now got their chance to take an in dept look into it.
Now, getting to the question in title, where the hell is the "oveload" special rule? I couldn't find it in the core book anywhere (but I could have missed it in my first 3 reading of the book...), especially not in the special rule section (where it should belong), I also got an eye on the special rule section of the astartes/traitor books (not yet at the full book unfortunately) and it is not there as well.
When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.
Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
So, this ability that may sound not too good but neither too bad is actually pretty useless in the cotext of who has access to it, allo of those unit (with the single exception of the Bloodwrack medusa on feet) either have 2 weapons, special weapons or are heroes that are 90% going
The "Clumsy" rule that is applied to both monstrous infantry and monstrous cavalry state that only a character with that same rule can join such a unit.
Until here it is all clear, but...
What of the other way around? Can a character with "Clumsy" join a unit that does not have such a rule? Can I have (for example) my DE Sorceress on Dark Pegasus (monstruous cavalry and thus "clumsy") join a unit of Dark riders (light cavalry)?
Need a little clarification on how this general magic item work (since the core book came out me and a friend have been debating on the wording).
using an example to get it easy to understand:
option 1) level 4 wizard with said item will roll 4 times each on 2 different lore (so 4 roll on lore "A" and 4 roll on lore "B" for a total of 8 roll) than chose a total of 4 spell among the 8 rolled (and after that can still swap 1 for the signature spell of that lore/army lore).
option 2) level 4 wizard declare how many spell want from each lore (example 3 from lore "A" and 1 from lore "B") and than roll said number of spell from that specific lore (so 3 roll from lore "A" and a single roll from
A question that popped up during my last match;
a unit with 2 attached character get a buff that last the entire phase (csm obfuscation stratagem on non nurgle unit), after that all model of the bodyguard part of the unit get killed (just enough wounds to kill them without touching the 2 characters), at this point the 2 character go back to be individual units of 1 model. During the same phase one more enemy unit open fire against one of those models (they are no longer a single unit so the single weapon firing have to chose which of the 2 to target). Does that model still benefit form the buff (stealth) it got while inside the unit? Or does the buff goes away with the bodyguard unit destruc
First thing first, what mark do apply when using overwatch in reactio to acharge move?
Does "firing as if it was your shooting phase" means that you can use nurgle/tzeentch mark or being in the Fight phase means you can use slanesh/khorne mark (note that all marks are only defined by the PHASE thay can be used, tehre is no distinction on melee/ranged weapon)? And if the right answear is Slanesh/khorne does it mean that no mark can be applied for overwatch used in reaction to movement phase?
Now, assumed we cleared out what mark we do trigger, we are still going to HIT on a 6 (overwatch don't use critical hit but just a plain unmodified 6) but, do we trigger "sustained hits" on 5
Let me start with "english is not my first language" so there is a chance that this question may be answered in the rule itself but I just failed to understand it ^^'
Now, how the limitation for multiple weapon to fall under the twin/triune perk work is not hard, a tiny bit of math and it's all good (you may think for future update of the app to add the option to actually link those weapon and implement an automatic check on the point cost just to be safe).
What I'm not 100% sure about is if I have to "buy" each of the weapon profiles or I just pay the point for a single one and than can freely switch between the 3 I created and linked
Using an example (that will most likely help me un
I've taken for granted (reminiscence from much older 40k editions) that bikes couldn't gain the +1 attack from being geared with 2 CC weapon (or cc weapon and pistol), but going trough a more in depth reading I coundn't find any such restriction on either the gear (combat bike/jetbike) or the "Cavalry" unit type.
Is such a limitation stated somewhere else or did our bikers (in the many years that I've not played) learned how to "Drive & Fight" with no hands?
The only limit for them on having 2 weapons seem to be the inability to buy a "pair of lightning claws" for Praetor/centurion with the upgrade for bike/jetbike.
Very old WH40k player here (started with 2nd edition stopped with 6th) getting back to the game with this new HH 2.0 (much more to my liking than recent version of 40k that I just kept reading without plaing...).
while I'm waiting for my order to get delivered I'd like to ask a question (especially to those that already have their books) about a rule that has been buggin me ever since I got my hands on the playtest material.
How does Dreadnought/automata and Cavalry unit interact with special rules that take into account outnumbering your opponent (such as the Night Lords chapter ability)?
Termy, primarchs and infantry with jump-pack use their bulky rule, veichles are clear