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40k’s First Legal 1+ Roll? – Rules Conundrum

By Rob Baer | August 3rd, 2015 | Categories: Rules Conundrums, Warhammer 40k, Warhammer 40k Rumors

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Is it legal? Come see what may just be the first ‘legal’ 1+ roll in Warhammer 40k.

The hits keep on coming for the Space Marines, because today the flesh is NOT weak.  Take a look at this interesting combo that the Iron Hands can pull off in about a third of their tournament games.

The new Iron Hands Space Marines come with a fantastic new Chapter Tactic that confers a great feel no pain ability.

1+ iron hands space marines

So if you have a unit with another source of FNP, that roll goes down by one.

That would mean that for instance if you have Feel no Paint from an apothecary, or another source, the unit now has a 4+ FNP roll.

Jump on over to the new Clan Raukaan supplement for Space Marines that is updated to work with the new 2015 codex, and there is a very saucy piece of wargear to take a look at; The Gorgon Chain.

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So now you can have a model that has a 3+ Invulnerable, and a 3+ FNP for as long as he hasn’t suffered any wounds.

BUT WAIT THERE’S MORE!!!!

Checkout number 3 on the Clan Raukaan warlord trait chart.

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Looks like with a re-roll for being a primary CAD, one in every three games your warlord will have a fantastic 2+ Feel No Pain roll.

But what if for some reason you get another +1 to your FNP?  It can happen in game believe it or not from gaining Endurance from Biomancy, or from Chaos’ Warpflame special rule even just to name a few.

Is a 1+ Feel no Pain roll even legal? Turns out RAW it just may be.

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The only provision in the rule book for rolling dice, only seems to prohibit ARMOR SAVES from going below a 2+ (page 8 BRB). According to the USR for Feel No Pain, that ability is NOT an armor save and can actually be taken in lieu of an armor save in fact (Pg. 164 – well assuming the wound did not cause instant death that is).

It seems like Feel No Pain has no restriction on going to a 1+ or below at all in this edition. Plus if I remember correctly, the Warpflame ability from the Daemons technically has been able to lower FNP as well with no restriction for the last two editions, BUT no one was ever silly enough to keep giving it to units over and over, so it never seemed to be an issue…. well until now perhaps?

Looks like we may need a FAQ for this one too eh?

How would you rule this one?

 

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About the Author: Rob Baer

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Rob Baer

Job Title: Managing Editor

Founded Spikey Bits in 2009

Socials: Rob Baer on Facebook and @catdaddymbg on X

About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.

Rob also co-founded and currently hosts the Long War Podcast, which has over 350 episodes and focuses on tabletop miniatures gaming, specializing in Warhammer 40k. and spent six years writing for Bell of Lost Souls. 

Every year, along with his co-hosts, he helps host the Long War 40k Doubles Tournament at Adepticon and the Long War 40k Doubles at Las Vegas Open, which attracts over 350 players from around the world.

Rob has won many Warhammer 40k Tournaments over the years, including multiple first-place finishes in Warhammer 40k Grand Tournaments over the years and even winning 1st place at the Adepticon 40k Team Tournament.

With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. As a member of GAMA (Game Manufacturers Association), he advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1980s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.