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W40K - A few notes from the GT 2001 clarifications

  • Thread starter Thread starter mgehl at home.com
  • Start date Start date
M

mgehl at home.com

Guest
I spent a while reading the 2001 GT Clarifications file, and came across
a few things.

Orks:
23. Lootas may take the transport option from a squad.

(I also can't think why they couldn't take the options from a Steel
Legion squad instead of regular I-Guard (giving them a chimera))

Why is mortar squad listed as an option for them to emulate? It's not
in my codex: Orks.

Chaos:
14. The article on Cult Terminators (WD230) says that the
player can upgrade his terminators to Khorne Berzerkers,
Thousand Sons, Noise Marines or Plague Marines. All use
the Chaos Terminator profile, cost 56 points base and are
amended as follows: -
Khorne Berzerkers get +1 attack;
. Plague Marines are Toughness 5;
. Noise Marines get +1 attack, they may replace their
combi-bolter with a sonic blaster at an additional
cost of 5 points. Up to three models in a squad can
replace their combibolters with a blastmaster @ +20
pts or a doom siren @ +10 pts;
. Thousand Sons have 2 wounds, are immune to wounds
caused by shooting hits of less than Strength 5 and
may not initiate an assault.

The changes are that sonic blasters are a 5 point (not 10) upgrade, doom
sirens are allowed, and Thousand sons get 2 wounds

Also, in the "Putting the Tzap Into Tzeentch" article in WD 234 (pg 81),
it specifically says that cult squad aspiring champions (and transport
vehicles) may only have the mark of their patron god.

Mathias Gehl
mgehl@home.com


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At 13:25 11/03/2001 -0800, you wrote:
>I spent a while reading the 2001 GT Clarifications file, and came across
>a few things.
>
>Orks:
>23. Lootas may take the transport option from a squad.

I'll add this if it's not going to be a huge amount of trouble...

>(I also can't think why they couldn't take the options from a Steel
>Legion squad instead of regular I-Guard (giving them a chimera))

That's not specified in the codex, so if you want to use it, you'll have to
code it yourself. It specifically says "The options from any squad can be
used as long as both players agree"...

>Why is mortar squad listed as an option for them to emulate? It's not
>in my codex: Orks.

Probably a holdover from when I had the playtest codex coded in.

>Chaos:
>14. The article on Cult Terminators (WD230) says that the
>player can upgrade his terminators to Khorne Berzerkers,
>Thousand Sons, Noise Marines or Plague Marines. All use
>the Chaos Terminator profile, cost 56 points base and are
>amended as follows: -
>Khorne Berzerkers get +1 attack;
>. Plague Marines are Toughness 5;
>. Noise Marines get +1 attack, they may replace their
>combi-bolter with a sonic blaster at an additional
>cost of 5 points. Up to three models in a squad can
>replace their combibolters with a blastmaster @ +20
>pts or a doom siren @ +10 pts;

This was changed later, in WD, um, I can't remember. The article was called
"Putting the Tzap into Tzeentch" I think. Or was that something else? I forget.

>. Thousand Sons have 2 wounds, are immune to wounds
>caused by shooting hits of less than Strength 5 and
>may not initiate an assault.

The web site version just says "Thousand Sons Terminators: Shooting attacks
that have a Strength of 4 or less will not effect a Thousand Sons Terminator."

I'll check the WD...

>The changes are that sonic blasters are a 5 point (not 10) upgrade, doom
>sirens are allowed, and Thousand sons get 2 wounds

The first two were later changed, I'll investigate the 3rd.

>Also, in the "Putting the Tzap Into Tzeentch" article in WD 234 (pg 81),
>it specifically says that cult squad aspiring champions (and transport
>vehicles) may only have the mark of their patron god.

Thanks, I'll check this out.


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