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Old 09-01-2007   #1 (permalink)
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Default FAQ new blood angel codex

Just a few questions from a new W40k player.
Can blood Angel techmarines take wargear ie iron halo?
How many attacks in close combat does he have, his weapons and his servo harness ie 1 normal attack a power weapon and two power fists?
do you take armour saves before feel no pain save?
Can mephiston use all his power each turn or each player turn, if he was to role for 2 extra attacks awarded from his pyschic abbilites does he get them in opposing players turn for example?

Any help would be great i have started playing my brother who is ten years my younger and i want to be in the know many thanks
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Old 09-01-2007   #2 (permalink)
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Just a few questions from a new W40k player.
Can blood Angel techmarines take wargear ie iron halo?
How many attacks in close combat does he have, his weapons and his servo harness ie 1 normal attack a power weapon and two power fists?
do you take armour saves before feel no pain save?
Can mephiston use all his power each turn or each player turn, if he was to role for 2 extra attacks awarded from his pyschic abbilites does he get them in opposing players turn for example?

Any help would be great i have started playing my brother who is ten years my younger and i want to be in the know many thanks
BA tech marines, if I recall correctly can not access the armory. Only techmarines taken through the SM divergent advantage 'Scions of Mars' can.

If you give a teachmarine a servo harness, he gets two power fists. Otherwise, iirc it is just one, since the servo arm is making the attack for the fist.

You take armor saves before Feel No Pain, to my understanding.

If he were to roll and successfully gain 2 attacks in the players turn who owned him, those attacks do not carry over. The only way to gain them in the opponents turn is if you can cast the power again that turn. Psychic powers only last for one player turn.

Hope that helps, and feel free to ask more questions!
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Old 09-01-2007   #3 (permalink)
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there is a bit of confusion surrounding the phrase "turn". generally, anything that says"...till the end of the turn" refers to player turns and anything that says "...untill the begining of the players next turn" is talking about game turns, and the bonuses from would therefor be usable in the opponents turn.

in the case of psychic powers, they can be used once per "game turn" in either player's "player turn" , so if you use it in your turn and it's effects don't last till the begining of your next turn, then you don't get the bonus in the enemies assult phase.

is that now more, or less clear? i have a tendancy to complicate matters
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Old 09-01-2007   #4 (permalink)
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thank you both.

my brother and i were both confused by the term 'turn' but that has cleared it up. Feel no pain is as i see it amazing? i have been using my techmarine in games and i find he is amaing in the assault but he often dies on route possible rhino transport needed. thanks for your help
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Old 09-01-2007   #5 (permalink)
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thank you both.

my brother and i were both confused by the term 'turn' but that has cleared it up. Feel no pain is as i see it amazing? i have been using my techmarine in games and i find he is amaing in the assault but he often dies on route possible rhino transport needed. thanks for your help
Best set up for a techmarine is a razorback with full heavy bolter/stormbolter upgrade, and four tech servitors. Zips around fast, good shooting, and a good chance to repair.
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Old 09-02-2007   #6 (permalink)
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good advice which i have taken 4 servitors plus a combat servitour with multi-melta got the transport today better get painting!
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Old 01-15-2008   #7 (permalink)
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Default Re: FAQ new blood angel codex

mephiston can use all 3 powers plus the force weapon every player turn. (Chief Librarian Mephiston, rule: Lord of Death)
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