FORAY Roleplaying Game 
Q & A with Da Boyz from Games Workshop

Subject: RE: Roolz Kwestshuns from the Steel Skullz  
From: Roolzboyz <Roolzboyz@Games-Workshop.com>  
 

>The following is stated in your FAQ on the GW site:  
>Another area of the rules which can cause disagreement is models turning while on overwatch. Turning does not count as movement, so you can turn models freely whilst they are on overwatch. A model on  
>overwatch may turn before it fires, unless it is shooting a move or fire  
>weapon. May I ask where there is a rule prohibiting you from turning during overwatch when using a heavy move or fire weapon? It specifically states on page 21 of the rulesbook that "Turning does not count as movement so a model armed with a weapon which requires him to stay stationary to fire may still shoot if he turns to face in a different direction." This should mean that even on overwatch he may turn, as the >rules do not state otherwise. To perhaps illustrate the point a little, picture a Devastator Marine armed with a Lascannon, by your FAQ he could >shoulder the Lascannon, turn around and fire his bolter which was not even out, on overwatch. It is far more reasonable for him to just turn and fire the Lascannon on overwatch. Normally your Questions and Answers resolve many rules questions very well, but in this case, I think that they only further confuse and confound the issue.  
>[Richard Curren] ------- 
> Actually it's quite clear. You can't turn on  
>overwatch with a move or fire weapon. During your normal movement phase you can turn as normal. 
>My next question involves the Energy Drain card versus Ultimate Force. On the Ultimate Force card it states that the power cannot be nullified >the same turn on which it is cast, and yet the Energy Drain says that it brings all powers in play to an immediate halt. During the turn of casting only, does the Ultimate Force stand up to Energy Drain or not?  
>[Richard Curren] -------------- 
> It stays unless another power is cast  
>which is subsequently removed with energy drain.  
>Thanks for the very good explanation of displacers on the FAQ by the  
>way, they are an item which has long been a matter of confusion with our group.  


Subject: RE: Khorne Berzerker Terminator Question  

>Hey, can you settle the question of whether Khorne Berzerker Terminators get the 2+ armor save on 2d6, which is one way of reading it, or whether Khorne Berserkers only get the 2+ save when they are not wearing Terminator armor.  
>-- [Richard Curren] ---------- 
> They get a 3+ on 2d6 in Terminator Armour. >  

> >Once and for all, what is the save of a Khorne Berzerker Terminator? >The Mark of Khorne SPECIFICALLY states that it gives the one who bears it >Frenzy AND a 2+ armor save. Come on, ya gotta pay 20 points to upgrade a >terminator?? >----------------> 3+!!!!! Three plus. Three or greater. Tres plus. >Tat-lo plus. 3+, 3+, III+ > That should be pretty clear. :)  


Subject: RE: Imperial Agents question  

Any sorts of rumors as to when we can expect the Imperial Agents Codex? 
> Late summer for the first book (Adeptus Ministorum), with Assassins and the other branches following. 
And I am beginning to hear rumors that 40K will be released in new format in 1998, any truth to those?  
> Nope, I haven't heard anything myself. Tim Huckelbery Games Workshop USA Customer Service  



> >When troops are subject to both Hatred and Frenzy, how is this >resolved?  
>------------> Both effects take place.  
>> The Skaven Plague monks in particular are specifically listed  
>>as being subject to both forms of psychology. Blood Angel Death >>Company members who were busy fighting Abaddon would also be >>subject to both simultaneously. Tycho, the Blood Angel Captain, if >>fighting Space Orks and near an activated Shroud of Sanguinus would >>simularly be affected by both Hatred and Frenzy. Anyway, I am sure I >>could continue to come up with examples, but I am more interested as >>to how this is supposed to be correctly resolved.  
>----------> Apply the bonuses and liabilities of both effects to the models in question.  


> >When can you activate Frenzon?  
>-----------> You'd have to do it before you were forced to roll for the >test, but anytime is fine.  
>Specifically, it states that you can activate Combat Drugs at any time, >and I wondered if you might be able to do the same with Frenzon. This >would potentially allow one to activate frenzon immediately upon being >faced with a terror test, in order to avoid the effects of terror,  
>instead being subject to frenzy. Would this in fact work?  



> >I have a trio of questions involving the Angels of Death Codex.  
> >Apothecary Corbulo, Sanguinary Priest comes with a pack that appears virtually identical to the Apothecary Medipack, even bearing the helix symbol upon it, yet it does not specifically state that he has a medipack in his description. Is he assumed to have a medipack, making this a mere oversight, or is the medipack just for show? >--------------> He doesn't come with one as standard.  

>When a Blood Angel Chaplain is the leader of the Death Company as is required by the army list what happens when the squad buys the jump packs option for +50 points? Does the Blood Angel Chaplain receive a jump pack as well, since he is part of the squad, or is he simply unable to keep up with the squad? >--------------> He has to buy it as a wargear card if he wants one.  

>The Helmet Bearer who carries Commander Azrael's wargear item, The Lion Helm, is stated to be protected from all forms of attack, so it can never be harmed in any way or under any circumstances. More than one person who I know claims that this means that they can keep him in front of Commander Azrael and according to the choosing a target rules you will be required to waste all of your shots hitting the Helmet Bearer. I assume that this is NOT correct; it would be quite out of character for the game and would render the 25 point wargear card the ultimate creation in the entire game as it would literally make Commander Azrael nearly invincible?>-- ----------> He can be ignored for the targeting rules.  


> >Are Wraithguard considered vehicles for the following purposes: >Psychology tests and break tests--as normally vehicles do not have to >make these tests. >Psychic abilities that specifically use some difference in effect versus >vehicles and trooper models. >Targeting rules-and this is possibly the nastiest difference! >--------------> No*3.  
I take this to mean "No to all three"  



>Subject: Bonesword vs. Fleshhound  
> >Does a Tyranid Bonesword negate a Fleshhound's demonic save. 
It says >that the bonesword is used with psychic enengy and a collar of 
khorne is >not affected by psychic attacks. 
>------------> No.  


> >Just a couple of questions for you: >1) Can the Chaplain of the Death Company just leave the Death Company? >It does not say anywhere that he is treated as a champion of the company >or that he is unable to leave the Death Company. 
>---------------> Technically he can but we play that he can't leave the >unit. If he does leave the unit goes berserk as stated.  
>2) What happens when a Noise Marine Terminator takes a Blast Master? As >heavy weapons are normally able to move AND fire, does the terminator >possess the ability to make the Blast Master a move and fire weapon as >well? 
>--------------> No.  


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