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  1. #21

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    keeping in trend with the front page today, what iron hands related rules are in the codex?

  2. #22

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    I'm hoping mine shows up tomorrow!
    Can't wait!

  3. #23

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    Quote Originally Posted by Grey Mage View Post
    Do the BTs traits include a limitation on allying in psykers? Are the GKs still exempt from that problem?

    no, but they cannot take librarians as a HQ choice. thats the only limitation i could find.

  4. #24

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    IRON HANDS:

    no special character

    the flesh is weak: models in this detachment have the 6+ feel no pain special rule. they may take a better feel no pain roll if its available (like a narcethium in a command squad for example giving a 5+ to the unit)

    Machine empathy: all vehicles and characters in this detachment have the it will not die special rule. furthermore, tech marines and masters of the forge add +1 to their blessing of the omnissiah rolls.

    blessing of the omnissiah - restores a single hull point or a repairs a weapon destroyed or immobilized result.

    BOLSTER DEFENSES: now works on any terrain piece in your deployment zone, not just ruins. however you cant bolster fortifications and bolster can only be used once per terrain piece and to a minimum of a 3+ cover save.

  5. #25
    Scout
    Join Date
    Feb 2011
    Location
    Grahams Forge, Virginia, United States
    Posts
    18

    Default

    What are the rules for Raven Guard (with and with out shrike)

  6. #26

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    White Scar CT, does all Biker have "Skilled Rider" or "+1 to Jink save and auto-pass dangerous terrain"?
    And does that biker include Attack bike?
    Can Attack Bike be included in a Bike Squad?
    Can they Combat Squad? if they can, how?

  7. #27

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    How many bikes can you take in a squad?

  8. #28

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    RAVEN GAURD:

    ALL models in this detachment have the scout special rule. in addition, on the first game turn all models have the stealth special rule. note, units with the special rules bulky or very bulky, do not benefit from either rule.

    jump infantry in this detachment may use their jump pack in the assault phase as well as the movement phase in the same turn. furthermore, they must reroll failed to wound rolls with their hammer of wraith hits.

    SHRIKE: he has the stealth and infiltrate special rule, before deploying he may join a unit of 'JUMP INFANTRY'. (no more termie infiltrate i believe)

  9. #29
    Scout
    Join Date
    Feb 2011
    Location
    Grahams Forge, Virginia, United States
    Posts
    18

    Default

    ALL models in this detachment have the scout special rule. in addition, on the first game turn all models have the stealth special rule. note, units with the special rules bulky or very bulky, do not benefit from either rule.
    Any idea if this applies to vehicles??

  10. #30

    Default

    Conflicting rumors for the Salamanders showed one that flamer and melta weapons were part of their chapter tactics, and a later mentions only flamer weapons. Can you confirm which is true?

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