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Removes from play..list of current ways


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Something I noted on the GC and SH special rules is that they lose d3 HP/wounds when subject to being removed from play (instead of being removed outright).

 

So, in current 40k what ways can I remove things from play? Specifcally GCs and SHs as the target. Goal is to figure out if I, or someone else, could create a viable solution to SH/GCs via removes from play effects.

 

Off hand, I only think of Lukas the Trickster. That's 1.

 

Any others?

 

EDIT: Current list

 

SH

FW Tomb Spyder Exile Blast (requires failed strength check)

 

GC

Helfrost Weapons (failed strength check after an unsaved wound)

Daemonic Instability (double 6s after losing combat)

FW Tomb Spyder Exile Blast (failed strength check)

Diresword (failed leadership for unsaved wound)

Stasis Bomb (failed intiative check for unsaved wounds)

Phase Taser (failed intiative check for unsaved wounds)

 

Psykers (either GC or SH)

Perils on a 1 (must be psyker)

Warp Storm Table's Possession (non-daemon only)

 

Characters (either GC or SH)

Doomstone (non-daemon characters with a leadership value)

Lukas the Trickster (requires death in a challenge)

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Guest Mr. Bigglesworth

Gcs are tougher as there isn't too much that causes multiple wounds to them.

 

Sh though just hit with ap1 like melta, they fall fairly easy. One melta can do up to 4 hp. 6 meltas should drop a knight from meqs. Your bigger sh like stompa, you can usually ignore and try to bog down with assaults. Half their points invested in a unit like that, just take out the other scoring items.

 

Super heavies are not too tough. Gc can be a bit trickier. I wouldn't be looking towards remove from play as the answer, as you are hinting at their is barely any.

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I wouldn't be looking towards remove from play as the answer, as you are hinting at their is barely any.

That's not really the point. I'm mostly checking to see if it would be an option, and I'm also compliling a list to see how common they are.

 

To add to the list:

 

SW Helfrost weapons after both wounding and a failed strength test (unlikely, but for sake of the list).

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A GC that is also a psyker (which I think the only one is the outdated rules for the Tyranid Dominatrix) could potentially be removed from play as a result of a '1' on a Perils of the Warp. Likewise, such a model could be removed due to a Possession result on the Warp Storm table.

 

A GC which is a character (I can't think of any offhand) could potentially be removed as a result of the Doomstone.

 

FW's Tomb Sentinel forces a Strength test or be removed as a casualty on a hit with its Exile Blast.

 

I feel like there's one or two obscure ones I'm missing, but I could be wrong.

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A GC that is also a psyker (which I think the only one is the outdated rules for the Tyranid Dominatrix) could potentially be removed from play as a result of a '1' on a Perils of the Warp. Likewise, such a model could be removed due to a Possession result on the Warp Storm table.

 

A GC which is a character (I can't think of any offhand) could potentially be removed as a result of the Doomstone.

 

FW's Tomb Sentinel forces a Strength test or be removed as a casualty on a hit with its Exile Blast.

 

I feel like there's one or two obscure ones I'm missing, but I could be wrong.

Looked up possession on the Warp Storm Table. No clear reason that a SH vehicle with the psyker rule couldn't also be targeted.

 

The really OP daemons from FW are GCs, I think. Those should be characters too. I'll check.

 

On subject, double 6s on the daemonic instability would cause a daemon to be removed from play.

 

How is the Exile blast worded? Does it need to wound like the helfrost, or could it affect SH walkers?

 

I recall DE having a bunch of these, but I don't have that book anymore.

 

I checked, my GK don't have any. SW have only the 2 (helfrost and lukas).

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I believe that the FW Greater Daemons are characters, yeah, but Doomstone only works on non-Daemon characters.

 

None of the GCs or superheavies have Daemonic Instability, so it wouldn't work.

 

Exile Blast is different from Helfrost- it's a small blast weapon that, on a successful hit, causes the target to make a Strength check or be removed as a casualty. (Vehicles instead suffer an automatic penetrating hit.)

 

DE and GK used to have a bunch of removes-from-play effects, but they're all gone now, as are the "old" GK ones from the Inquisitorial book.

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I believe that the FW Greater Daemons are characters, yeah, but Doomstone only works on non-Daemon characters.

 

None of the GCs or superheavies have Daemonic Instability, so it wouldn't work.

 

Exile Blast is different from Helfrost- it's a small blast weapon that, on a successful hit, causes the target to make a Strength check or be removed as a casualty. (Vehicles instead suffer an automatic penetrating hit.)

 

DE and GK used to have a bunch of removes-from-play effects, but they're all gone now, as are the "old" GK ones from the Inquisitorial book.

I'm keeping them on the list, despite no actual models at present that fit. Might come up later.

 

Anyway, thanks for the help. Let me know if you think up any others.

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rift cannon: on roll of doubles on scatter resolve rest of attack as if the weapon has the vortex rule.

Vortex no longer removes from play. They are destroyer weapons.

 

 

Dark Angles stasis bomb:

 

reduces weapons skill and inititive by 3 until end of turn.  If a model suffers one or more unsaved wound from this weapon must pas Initiative test for each unsaved or be removed from play as casualty

I'll add this.

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Skitari relic. 'The phase taser' forces initiative test after an unsaved wound. Failure causes removed from play. Seems very unlikely but situationally possible vs some GCs.

On a RustStalker Princeps, that's 5 S7 Attacks on the Charge with it, and Taser turns 6s into triple Hits. Against most GCs, I figure that'll probably come in around 5-6 Hits ~2 Wounds, which is no guarantee, but not bad odds of failing one of the Saves/FNP. GCs tend to have kind of mediocre-bad Init values, too.

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Skitari relic. 'The phase taser' forces initiative test after an unsaved wound. Failure causes removed from play. Seems very unlikely but situationally possible vs some GCs.

Added.

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On a RustStalker Princeps, that's 5 S7 Attacks on the Charge with it, and Taser turns 6s into triple Hits. Against most GCs, I figure that'll probably come in around 5-6 Hits ~2 Wounds, which is no guarantee, but not bad odds of failing one of the Saves/FNP. GCs tend to have kind of mediocre-bad Init values, too.

Can someone make a diorama of a tyranid GC robbing a convinient store and a bunch of Skitarii cops with tasers running to stop him

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Can someone make a diorama of a tyranid GC robbing a convinient store and a bunch of Skitarii cops with tasers running to stop him

Gotta be a tyranid GC in a hamburgular outfit.

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Looks like Jaws works on GCs in the current incarnation. Not in the ITC, though I may have missed it. No FAQ from GW on the subject, either. Failed initiative check to remove from play. Added above.

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