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Ynnari Nerfed: New FAQs & Designer Commentary

By Drago | November 16th, 2017 | Categories: 8th Edition 40k, Eldar, FAQ, Tabletop Gaming News, Warhammer 40k

Eldar Psyker

GW dropped new Eldar and Ynnari FAQs that have changed they way the ladder plays. Plus 40k designer commentary updates today you can’t miss.

The Warhammer Community has released updated Craftworld FAQs, as well as a fantastic Designer’s Commentary FAQ. Take a look at some key points from each FAQ here.

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The Craftworld Codex’ FAQ mostly clarifies a few written rules and traits with regards to named characters, errata, and abilities.

Page 84 – Autarch
Change the unit description to read: ‘An Autarch is a single model armed with a star glaive and plasma grenades. They are equipped with a Forceshield.’

Page 85 – Autarch with Swooping Hawk Wings
Change the unit description to read: ‘An Autarch with Swooping Hawk wings is a single model armed with a power sword, fusion pistol and plasma grenades. They are equipped with a Forceshield.’

Page 105 – Pulsed Laser Discharge
Change the rule to read: ‘Pulsed Laser Discharge: If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired).’

Q: The Dark Reapers’ Inescapable Accuracy ability no longer mentions Overwatch. Does this mean that they can hit on
Overwatch on rolls of 3+?
A: No. Inescapable Accuracy only affects attacks made in the Shooting phase

Q: If a unit of Dark Reapers (which have the Inescapable Accuracy ability) shoots at a Culexus Assassin (which has the Etherium ability), what roll do the Dark Reapers require to successfully hit the Assassin?
A: 3+.
This is because while the Dark Reapers treat their Ballistic Skill as 6+ because of the Etherium ability, they always score a hit on rolls of 3+ because of their Inescapable Accuracy ability, which is irrespective of their Ballistic Skill characteristic or any modifiers.

Q: Can a Swooping Hawk unit use Fire and Fade to move over an enemy unit and use the Swooping Hawk Grenade Pack ability? If I use Fire and Fade on a Crimson Hunter, will it crash due to not being able to move its minimum distance? If a unit that can Fly uses Fire and Fade in a Fire and Fury Battlezone, does it have to roll for the Burning Skies special rule?
A: Yes in all cases.

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The Ynnari got an update as well.

Page 76 – Strength from Death
Add the following paragraph: ‘Matched Play: If you are playing a matched play game, a unit from your army cannot make a Soulburst action if a friendly unit has already made the same Soulburst action during your turn. In addition, units from your army cannot perform any Soulburst actions during your opponent’s turn.’

This is quite a change to Soulburst, preventing doubles of Soulbursts during the same turn and not allowing Soulburst during an opponent’s turn. Makes fighting against units that can perform Soulburst a bit more even.

There is even a great Designer’s Commentary section! The Commentary includes a flowchart that will be useful for figuring out which datasheet rules to use. Since many factions now have codex and index available to them, and more are getting a codex soon, the flowchart helps balance information that may be missing from the codex itself but is still usable for games.

In short, codex overrules index, but the index is still valid if no codex datasheet exists for that model or wargear. Other questions are answered in the Developer’s Commentary, including questions about dice rolls, modifiers, character strategies, power ratings, and more.

Q: When making a hit roll with a supercharged plasma weapon, do you determine whether a ‘1’ was rolled before or after applying re-rolls and modifiers?
A: You apply all re-rolls and modifiers first.

Q: If any of your units are eligible to fight in the Fight phase, can you choose for them not to fight this turn? Also, if any of your units charged in the Charge phase, do they have to fight first in the Fight phase, or can you choose for them to wait until later in the phase?
A: All eligible units must fight in the Fight phase; they cannot ‘pass’ and wait for another phase. Additionally, a unit must fight when it is its time to do so; it cannot ‘hold’ in order to fight later in the phase. So if a unit charged in the preceding Charge phase, it must fight before any non-charging models in the Fight phase (barring any related abilities).
Note that when a model fights, it must do all of its close combat attacks if it can do so – you cannot choose for it not to do so (though you can still choose which weapon it uses for each close combat attack).

The FAQ also reiterates that re-rolls always happen prior to modifiers being applied at all times. Other parts clarify that Heroic Interventions can only be performed by characters, but can be performed against any enemy unit only if they end up closer to the nearest enemy model, whether or not it charged.

What do you think about the new FAQ page? Are you happy to see they’ve made it easier to find the FAQ’s you need? Let us know in the comments below.

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