So while looking at the mishap table earlier, I came up with this interesting question: Are certain units exempt from rolling on the mishap table when they land in impassible terrain?
Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts
Thursday, September 29, 2011
Wednesday, September 7, 2011
Plain Language Cannon
Here is why I believe certain rules should be interpreted as rules as written, hereafter referred to as RaW.
If the language is plain and unambiguous, and the rule is coherent and consistent with the rest of the rules, use the RaW.
Relevant Court Cases:
Words for the monkeys:
Aplomb: Assurance of manner or of action; self-possession; confidence; coolness.
Tutoyer: To address familiarly
If the language is plain and unambiguous, and the rule is coherent and consistent with the rest of the rules, use the RaW.
Relevant Court Cases:
1. United States v. Ron Pair Enterprises, Inc., 489 U.S. 235 (1989):While I do believe that rules should be viewed from a legal perspective, I do not believe that obiter dicta, in the rare cases where it could potentially be applicable, should ever be used. It is rather clear that someone would be simply trying to misread or manipulate the rules when they attempt to manipulate a precedent set through an FAQ.
“The first step in interpreting a statute is to determine whether the language at issue has a plain and unambiguous meaning with regard to the particular dispute in the case. The inquiry must cease if the statutory language is unambiguous and the statutory scheme is coherent and consistent.”
2. 62 Cases, More or Less, Each Containing Six Jars of Jam v. U.S., 71 S.Ct. 515 (1951):
“But our problem is to construe what Congress has written. After all, Congress expresses its purpose by words. It is for us to ascertain-neither to add nor to subtract, neither to delete nor to distort.”
3. Barnhart v. Sigmon Coal Co., Inc., 122 S.Ct. 941 (2002):
“As in all statutory construction cases, we begin with the language of the statute.”
Words for the monkeys:
Aplomb: Assurance of manner or of action; self-possession; confidence; coolness.
Tutoyer: To address familiarly
Monday, May 23, 2011
Word Bearers Fandex
I've decided to start writing a Word Bearers fandex. As it is, obviously, a fan made codex, I would like assistance from those willing to give it.
Here are some army special rules, as well as wargear, I've thought of. Inspiration is taken from the Dark Apostle series as well as the Horus Heresy series.
Army Special Rules:
Oath of Hatred: Models with this special rule have Preferred Enemy universal special rule. In addition, they re-roll to wound against any models from Codex: Space Marines.
Daemonic Possession: Models with this special rule are Fearless and have a 5+ invulnerable save.
Daemonic Engine: Vehicles with this special rule ignore Shaken and Stunned damage results. In addition they are subject to the Rage universal special rule.
Combat Squads: A number of ten-man, or higher, units have the option of breaking down into two equally sized units called Combat Squads. This option is clearly specified the unit's entry. For example, a ten-man Coterie can fight as either a ten-man unit or break down into two five-man Combat Squads.
The decision to separate into combat squad is made when the unit is deployed. Both squads are deployed at the same time but may be placed in separate locations. For the remainder of the game they are, for all purposes, separate units. Units held in reserve cannot be split into combat squads and vice versa.
Wargear:
Icon of Chaos Undivided: All Word Bearers units within 12" of a model equiped with an Icon of Chaos Undivided may choose to pass or fail Morale and Pinning tests.
Bolter of Change: Any model wounded by this boltgun must take a toughness test. If the test is failed, the model is immediately removed from play and replaced by a Chaos Spawn. The Chaos Spawn is immediately under the Word Bearer player's control as a new unit. If the removed model was in base contact with friendly models, they are now engaged in close combat with the Spawn. Otherwise, the Chaos Spawn model is placed one inch away from the unit.
Limit one per army.
Range: 24" Strength: 4 AP: 5 Rapid Fire
Daemon Weapon: A Daemon Weapon is a two handed power weapon which causes instant death. It also adds an extra d6 attacks in close combat. Roll the dice every time the model is about to attack.
Wounds caused by a Daemon Weapon count as double for the purposes of combat resolution.
Accursed Crozious: An accursed crozious is a power weapon.
I'll add to it more as I think of random stuff..
Here are some army special rules, as well as wargear, I've thought of. Inspiration is taken from the Dark Apostle series as well as the Horus Heresy series.
Army Special Rules:
Oath of Hatred: Models with this special rule have Preferred Enemy universal special rule. In addition, they re-roll to wound against any models from Codex: Space Marines.
Daemonic Possession: Models with this special rule are Fearless and have a 5+ invulnerable save.
Daemonic Engine: Vehicles with this special rule ignore Shaken and Stunned damage results. In addition they are subject to the Rage universal special rule.
Combat Squads: A number of ten-man, or higher, units have the option of breaking down into two equally sized units called Combat Squads. This option is clearly specified the unit's entry. For example, a ten-man Coterie can fight as either a ten-man unit or break down into two five-man Combat Squads.
The decision to separate into combat squad is made when the unit is deployed. Both squads are deployed at the same time but may be placed in separate locations. For the remainder of the game they are, for all purposes, separate units. Units held in reserve cannot be split into combat squads and vice versa.
Wargear:
Icon of Chaos Undivided: All Word Bearers units within 12" of a model equiped with an Icon of Chaos Undivided may choose to pass or fail Morale and Pinning tests.
Bolter of Change: Any model wounded by this boltgun must take a toughness test. If the test is failed, the model is immediately removed from play and replaced by a Chaos Spawn. The Chaos Spawn is immediately under the Word Bearer player's control as a new unit. If the removed model was in base contact with friendly models, they are now engaged in close combat with the Spawn. Otherwise, the Chaos Spawn model is placed one inch away from the unit.
Limit one per army.
Range: 24" Strength: 4 AP: 5 Rapid Fire
Daemon Weapon: A Daemon Weapon is a two handed power weapon which causes instant death. It also adds an extra d6 attacks in close combat. Roll the dice every time the model is about to attack.
Wounds caused by a Daemon Weapon count as double for the purposes of combat resolution.
Accursed Crozious: An accursed crozious is a power weapon.
I'll add to it more as I think of random stuff..
Monday, May 2, 2011
On Skimmers
Since the Stormraven and Valkyrie were released, every race (with the exclusion of Orks) has a skimmer of some sort. I'd like to briefly comment on the rules regarding them in hopes that people will stop using them incorrectly, or more specifically, ignoring sets of rules, for all our sake.
As a vehicle, skimmers follow all the rules for vehicles with the following exceptions:
Skimmers can move over all terrain and ignore the penalties for difficult terrain and tests for dangerous terrain. However, if they start or end a move in terrain, they must take a dangerous terrain test.
Skimmers can end their move over impassible terrain if they can be placed there, but doing so forces a dangerous terrain test.
Fast Skimmers can move flat out at 24''.
One caveat to the base being ignored bit: The stormraven/valkyrie were FAQ'd to measure contesting and disembarkation from their base. No other vehicle is like this (yet...I'm looking at you Voidraven and Razorwing!)
Skimmers get a 4+ cover save when it is not immobilized and has moved flat out in the preceding movement phase.
They also are wrecked when they are immobilized by shooting if they moved flat out.
If the base is removable, you remove the base when the skimmer is wrecked or immobilized.
It is also not permitted to remove the skimmer's base under any other circumstances as skimmers cannot land during battle conditions.
Skimmers can dodge rams on a 3+. This causes the ramming vehicles crew to stop the tank and 'be disappointed.'
And now for the part which will cause nerd rage!
When a vehicle touches terrain, it must take a terrain test, correct? Skimmers are vehicles, yes? So when a valkyrie or stormraven (unless they are flyers in apoc.) touch terrain with their wings guess what you have to do. You take a terrain test!
Now, don't get all mad about it. You probably should just move into a spot where you aren't above terrain...or tell your pilots to stop flying so low and smashing through buildings.
I mostly bring that bit up due to GW's FAQ stating that 'if a fast skimmer moves flat out during its turn, and is subsequently wrecked (during the same turn), the passengers inside are lost.' (Yea, not word for word but that's the gist of it.)
And that is it. Hope you enjoyed this little stroll down rules lane.
-Nara
(Preps for nerdrage and flaming)
As a vehicle, skimmers follow all the rules for vehicles with the following exceptions:
Skimmers can move over all terrain and ignore the penalties for difficult terrain and tests for dangerous terrain. However, if they start or end a move in terrain, they must take a dangerous terrain test.
Skimmers can end their move over impassible terrain if they can be placed there, but doing so forces a dangerous terrain test.
Fast Skimmers can move flat out at 24''.
One caveat to the base being ignored bit: The stormraven/valkyrie were FAQ'd to measure contesting and disembarkation from their base. No other vehicle is like this (yet...I'm looking at you Voidraven and Razorwing!)
Skimmers get a 4+ cover save when it is not immobilized and has moved flat out in the preceding movement phase.
They also are wrecked when they are immobilized by shooting if they moved flat out.
If the base is removable, you remove the base when the skimmer is wrecked or immobilized.
It is also not permitted to remove the skimmer's base under any other circumstances as skimmers cannot land during battle conditions.
Skimmers can dodge rams on a 3+. This causes the ramming vehicles crew to stop the tank and 'be disappointed.'
And now for the part which will cause nerd rage!
When a vehicle touches terrain, it must take a terrain test, correct? Skimmers are vehicles, yes? So when a valkyrie or stormraven (unless they are flyers in apoc.) touch terrain with their wings guess what you have to do. You take a terrain test!
Now, don't get all mad about it. You probably should just move into a spot where you aren't above terrain...or tell your pilots to stop flying so low and smashing through buildings.
I mostly bring that bit up due to GW's FAQ stating that 'if a fast skimmer moves flat out during its turn, and is subsequently wrecked (during the same turn), the passengers inside are lost.' (Yea, not word for word but that's the gist of it.)
And that is it. Hope you enjoyed this little stroll down rules lane.
-Nara
(Preps for nerdrage and flaming)
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