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Frosty the Pyro

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  1. Indeed, the game you are playing is 40k, thus it is governed by the 40k rulebook, the 40k rulebook gives permision and priority to each armies codex. None of that gives power to forge world books. Esentialy forge world is a collection of house rules.
  2. Fine, all infantry squads recieve cover of 4+ except for D which gets a 3+ due to going to ground. squads G and I becasue more than half there models are in area terain (partialy in counts for infantry). H becasue it has another unit in the way. D becasue of the baracade No vehicles recieve cover saves. E because its more than 50% visable by models B and C (remember only fireing models are counted, and with vehicles only models fireing weapons that can hurt said vehicle count, thus model A doesnt count) F becasue more than 50% visable by model C, the only one with a weapon able to hurt AV14, and thus the only model that counts. If F had a lower AV it would receive cover save as model B and A's fire would then count, that save however could be denighed by declaring before hand that models A and B were not fireing. (note both A and B would need to count for F to receive a save, as when shooting at a vehicle you need the majority to have unclear shots to give a save, 50% will not do. Against infantry 50% will do.) This isnt even fun cover work, you want interesting cover questions you want the ones where weather or not the target receives cover can be changed by the shooting unit by controling who is and who isnt firing there weapons.
  3. I am not going to read the whole thing, but here is some history for you once upon a time, the FAQ of the old turbo penitrator allowed it to work on living medal, this was removed from the FAQ a long time ago, way before the new GK dex. Aditionaly the old tyranid dex allowed for one of their spore mines (acid mines IIRC) to also use its modified dice. Those two FAQ examples were the only ones in the entire game that could do so. They are both gone. As such there is no longer any precidence to suport anything at all using multiple additive dice when dealing with a monolith. Combined with how increadably underpowered the necron codex is in 5th edition, I side, quite firmly, that the turbo penitrator round deals 3+1d6 armor pen vs a monolith, and is as such, unable to score a glancing or penitrating hit.
  4. shadow in the warp would cover the entire board, and all other boards in the same store with you, and make perils of the warp automatic for any non-tyranid psyker. Eldar would move more than 6" base, guard would deploy models in the thousands, terminator armor would get its save vs plasma, power fists would be rare and powerfull relics instead of being feilded on every other imperial model, and necrons would plow under everyone on the feild with little effort.
  5. if he has LOS to anypart of the model, excepting weapons, wings, tails (though that can get a bit nebulous with thropes and devourers), standards, and decoritive items, then you can shoot. The thumb is not in the list of exceptions. Therfore they have LOS and may fire. Cover saves will obviously apply
  6. You get storm bolter and power sword. The cost of those upgrades to a PA Captain, plus the cost of artificer armor, are relatively close to the total cost of the TDA package. The extra points can be justified in the Relentless ability, as well as the ability to Deepstrike. Just depends on where you need your Captain to be. Relentless is only of marginal use, as storm bolters are assault weapons anyway, so unless you purchas a combi weapon it wont help. Deep strike is fun though. Though I did make a custom rules captain that had terminator armor and a plasma canon.
  7. One such example would be IA:AII pg103. By having IA infront of it, it invalidates it as official rules.
  8. AP1 provides +1 against the vehicles damage chart, not the superheavy vehicles damage chart. The superheavy damage table can be found on pg 93 of the apocolypse rule book.
  9. Can it? yes. Will it always, no. Heack a regular old las cannon CAN slag a 3 sturcture point super heavy in one shot if your realy lucky. The rules for Str D and superheavies is in the apoc book. Super heavies use a completely diferent damage chart from regular vehicles ( for example there is no destroyed or expoded results) and Str D weapons get a +1 on that chart. What it amounts to though is on a 5 you lose a structure point, and on a 6 you lose a sturcture point and roll again (thats without the +1 from Str D though).
  10. Couple of notes, 1. I would remove the sustained fire from combi bolters (or only alow the sustained fire bonus at ranges less than 12 (or posibly 9)), alternitively they could only role 1d6 at the longer ranges 2. combi plasma would have one shot that kills on a 4+ on two die (melta could be 4+ on 3 die) 3. If going from 40k-->hulk the power weapon would be strictly worse vs genestealers (as it has less strength, and its extra speed doenst matter because stealers are still faster). Of course in 40k thunder hammers provied no bonus over a fist vs stealers, and the power sword is strictly worse, yet in hulk both are better than the fist (hamer getting +1, and sword getting "parry"). So just give the chaos folks parry, this should balance slightlly their reduced ranged abilities. 4. Another thought on combi weapons would be to allow the other mode to have a ammo limite (3 melta, 6 plasma, 2 flamer) as just one shot of the plasma or melta wont be to big a deal against the vertiable hord of genestealers, and unless the broodlord was in play (or enemy terminators) they would seem like a bad idea
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