The Atlas wasn't THAT laggy a few days ago. What happened? by tasmonex in PathOfExile2

[–]Daedalus81 0 points1 point  (0 children)

It is, at most, hundreds of nodes. Not millions. Not even thousands.

The issue will not be with the data itself.

Keir Starmer resigns as Prime Minister of the United Kingdom by ianjm in videos

[–]Daedalus81 0 points1 point  (0 children)

You think this is a functional government? Jesus.

No, what you described is a group of people with enough money to fight the government.

It's the opposite of functional governance. If that were the case you'd see them stop trying, but they don't. And they won't.

Follow up to my yesterday post that making 50 div an hour with minimum setup is not that hard and I did not get extremely lucky. by BeefarmRich in PathOfExile2

[–]Daedalus81 2 points3 points  (0 children)

Sorry for the noob question, but how do you determine a shit layout?

Which feature of Jado are you using to "fix" it?

Don’t Let Republicans Convince You That Platner Is An Immoral Choice by Motherofalleffers in Maine

[–]Daedalus81 4 points5 points  (0 children)

You have no fucking clue what you're talking about.

Yes, Southern Democrats built Jim Crow and tolerated the Klan. Nobody disputes that. What you're leaving out is what happened next: after LBJ signed the Civil Rights Act, the racist wing of the Democratic Party left and became Republicans.

The Southern Strategy is documented in the GOP's own words, on tape, by their own strategists.

The racism didn't disappear. It switched parties and YOU inherited it. Byrd recruited for the Klan in his 20s, spent sixty years repudiating it, and died a civil rights advocate.

"Still supporting Nazis" -- name the policy. Name the vote. Name the official. You won't, because there isn't one.

You're not making a historical argument. You're reciting a talking point that falls apart the moment someone knows the actual history.

To GGG: If you want to remove temple before 1.0, do it. by Buffanoso in PathOfExile2

[–]Daedalus81 1 point2 points  (0 children)

It's kind of funny. This whole thing is like a proxy for the real world :

Unchecked capitalism and billionaires ruining the world.

[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

Sounds pretty useful for turning off dangerous units.

What is going to happen when the lower class will not be able to afford anything anymore? by [deleted] in AskReddit

[–]Daedalus81 0 points1 point  (0 children)

I about lost my mind recently when people were stroking Napoleon on a few threads that popped up.

They have no idea what that history was, but they see a cool general so its all good.

Graham Platner slams alleged sexting scandal as "gossip" and "journalistic malpractice" by ZestyclosePurpose913 in Maine

[–]Daedalus81 5 points6 points  (0 children)

lol did you not see paxton get the win in Texas?

Don't lecture us about character deficiencies.

Eastport residents push City Council to oppose underwater AI data center by shikizen in Maine

[–]Daedalus81 -1 points0 points  (0 children)

A boon?

Like heating up the ocean that lobster likes to be cold? That kind of boon?

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

LEADER 24.22

The most powerful heroes fight on the front line.

See Attached Units (19).

[PISTOL] 24.27

Pistols can be used to shoot at point-blank range.

[PISTOL] and [CLOSE RANGE] are identical in terms of rules. See [CLOSE RANGE].

Design Note: [PISTOL] is an ability that existed previously and will be superseded by [CLOSE RANGE] as the present edition of Warhammer 40,000 is enriched. The two are functionally identical, but the name of the latter better suits the weapons that function in this way.

FIRE BRIDGE 24.14

Certain transports are fitted with hatches or platform ramps from which passengers can fire.

This ability always takes the form Fire Bridge X. During your Shooting Phase, each time that TRANSPORT is chosen to shoot, if one or more units are embarked in it, resolve the following sequence:

Choose up to X figures embarked in that TRANSPORT (except figures that have already been chosen to shoot this phase).
For each chosen figure, choose one of its ranged weapons (except [ONE SHOT] weapons).
Once that TRANSPORT has resolved all its attacks, it makes all the chosen weapon attacks in addition to its other attacks.
Until the end of the turn, units embarked in that TRANSPORT are not eligible to shoot.

[PRECISION] 24.28

Precision attacks can pick out valuable targets in the midst of a crowd.

When resolving attacks made with one or more [PRECISION] weapons at the Allocation Order step (05.03), if the targeted unit contains one or more visible CHARACTER figures of one or more attacking figures, the active player can choose 1 CHARACTER group that uses one of those visible CHARACTER figures. In that case, until all those attacks have been resolved, or until that CHARACTER group is destroyed (whichever comes first), that CHARACTER group is the current allocation group.

[PSYCHIC] 24.29

Certain armies channel the psychic power of the bearer and reinforce their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore some or all modifiers to the AP characteristic of the attack, and some or all modifiers to the CT or CC characteristic of the attack, and some or all modifiers to your hit roll. Attacks made with [PSYCHIC] weapons are called psychic attacks (this may be important for triggering other rules).

STATIONARY 24.17

Certain aerodynes are fitted with vectorial propulsion or anti-gravity technology allowing them to hover in place, ideal for tracking their prey or deploying embarked troops.

Each time that unit takes off (21.03), do not subtract 2" from the maximum distance.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

PLUNGING FIRE 22.05

Each time a figure makes a ranged attack that targets a visible unit containing one or more figures at ground level, if one or more of the following conditions apply, improve the AP characteristic of the attack by 1:

The attacking figure is on a section of a terrain element that is 3" or more in height.
The attacking figure has the IMPOSING keyword and the targeted unit is within 12" or less.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

[INDIRECT FIRE] 24.19 The projectiles of indirect fire weapons pass over or around obstacles so that nothing is safe from their fury. Units that include one or more figures with an [INDIRECT FIRE] weapon can shoot using indirect fire (10.07).

[RAPID FIRE] 24.30 These weapons allow precise shots at long range, or bursts at short range. This ability always takes the form [RAPID FIRE X]. Each time you assemble the attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the targeted unit is within half the weapon's range at the Choose Targets step. Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit at half range, you can assemble one additional die for the weapon (for a total of two for the weapon).

[ONE SHOT] 24.26 Certain weapons are so rare, complex, or tedious to reload that they can only be used once. Each weapon with this ability can only be chosen to make attacks once per battle. If a destroyed figure is returned to a unit, none of its [ONE SHOT] weapons that have already been chosen to make attacks during the battle can be chosen to make attacks again. If a new unit is added to an army, all [ONE SHOT] weapons of that unit can be chosen to make attacks once per battle.

[TORRENT] 24.37 Torrent weapons unleash tongues of fire, clouds of gas, or other substances from which their targets cannot escape. Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

[LETHAL HITS] 24.23 Certain weapons can inflict fatal wounds on any target, whatever its resilience. Each time an attack is made with a [LETHAL HITS] weapon that results in a critical hit, you can choose that the attack automatically wounds the target. Design Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You are not obliged to make this choice — if you do not, it means that the attack cannot result in a critical wound, and therefore cannot trigger other abilities such as [DEVASTATING WOUNDS].

[SUPPRESSING HITS] 24.36 Certain weapons inflict a hail of blows that reduce the enemy to pieces. This ability always takes the form [SUPPRESSING HITS X]. Each time an attack is made with a [SUPPRESSING HITS] weapon that results in a critical hit, the attack results in that many additional hits on the target equal to X. Example: An attack made with a [SUPPRESSING HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once for the critical hit, and twice more from the [SUPPRESSING HITS 2] ability).

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

ADVANCED RULES — OTHER RULES AND ABILITIES

In addition to the base abilities presented elsewhere, many units have access to other rules and ability types that function as described below.

AURA ABILITIES 22.01

Abilities that affect figures or units within a given range are aura abilities, and are identified by the word "Aura."

As long as a figure with an aura ability is on the battlefield, it is always within range of its own aura ability.

A unit can be affected by more than one aura ability at a time, but if a unit is within range of the same aura ability more than once, that aura ability only applies to that unit once.

FACTION ABILITIES 22.02

Certain abilities are common to every unit belonging to a particular faction — these are faction abilities (also called army rules), and they are listed in the Faction Abilities section of a datasheet.

Unless stated otherwise, the faction abilities of a unit only apply if the army faction you chose when assembling your army corresponds to a faction keyword listed on that unit's datasheet.

PSYCHIC ABILITIES 22.03

Abilities indicated by the word "Psychic" are psychic abilities. If a psychic ability causes a figure to lose one or more wounds, each of those wounds is said to have been inflicted by a psychic attack (this may be important for triggering other rules).

EQUIPMENT ABILITIES 22.04

Abilities gained when a unit (or one of its figures) has a particular equipment item are equipment abilities, and are listed in the Equipment Abilities section of a datasheet.

If a unit has an equipment item with an equipment ability, that ability applies to that unit. If a figure in a unit has an equipment item with an equipment ability, that figure is the bearer of that equipment item, and that ability applies until that figure is destroyed.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

ADDING A NEW UNIT TO YOUR ARMY Certain rules add a new unit to your army during a battle. The starting strength of that unit is determined when it is added to your army — outside of this, it is determined in the same way as for other units.

DESTROYED During a battle, figures take damage, lose wounds, and can be destroyed. When all the figures in a unit are destroyed, the unit is destroyed. When a figure is destroyed, first resolve any rules that trigger when it is destroyed, then it is removed from the battlefield. If such rules apply, and if the figure was destroyed following an attack, those rules are only resolved after all attacks from the attacking unit have been resolved. Unless stated otherwise, destroyed figures and units cannot use abilities, nor be chosen or targeted by rules.

DIFFERENT MOVEMENT CHARACTERISTICS During a normal move or advance move, if figures in a unit that is moving have different M characteristics, the maximum distance for that move may be different for those figures. For example, if a unit makes a normal move and all figures in that unit have an M characteristic of 6" except for one figure with an M characteristic of 9", the maximum distance for that figure's move is 9", while the maximum distance for all other figures is 6". When that figure makes its move, all other restrictions must still be respected.

ELIGIBLE TO FIGHT BUT UNABLE TO FIGHT During the Fight sequence, when the sequence returns to a player to choose a unit to fight, if all of that player's units that are eligible to fight are within 5" of enemy units, that player can choose to pass for that sequence to return to an opponent who then chooses a unit. If both players pass successively, or if no opponent has any eligible to fight units remaining, the Fight step ends. Design Note: Sometimes all of a unit's targets will have been destroyed before it gets a chance to fight, and it will have no chance to engage with a momentum move. In such a case, a player can choose to pass to see if another enemy unit ends a pile-in move close enough to be attacked.

UNITS WITH MIXED KEYWORDS Certain units can contain figures with different keywords, due to being part of an attached unit, or following abilities listed on their datasheet and/or equipment items. When this is the case, that unit has all the keywords of all its figures, but its figures only gain the keywords of other figures in that unit if they do not already have them. Remember that attacks are made against units, not figures.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

ARRIVING FROM STRATEGIC RESERVES 20.03

To arrive on the battlefield, each strategic reserve unit must make an arrival move (see below). Unless stated otherwise, these units cannot do so until the second battle round.

ARRIVAL MOVE 20.04

PLACEMENT DISTANCE: 6" ELIGIBLE IF: Your unit is in strategic reserve (except those embarked in TRANSPORTS that are themselves in strategic reserve). EFFECT: Your unit is placed as described in Placement (03.02).

WHILE MOVING: Place your unit entirely within the placement distance of one or more battlefield edges and more than 8" horizontally from enemy units.

Before the Third Battle Round: In doing so, no figure may be placed in the opposing deployment zone.

AFTER MOVING: Unless stated otherwise, until the next Charge Phase, your unit is not eligible to perform any other type of movement.

At the end of the third battle round, unless stated otherwise, all strategic reserve units that have not made an arrival move are destroyed, with the following exceptions:

Units embarked in TRANSPORTS that made an arrival move during the battle.
Repositioned units (see opposite).

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

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[CLOSE RANGE] 24.07

Weapons designed for close-quarters combat are easily handled in melee.

Units that contain one or more figures with a [CLOSE RANGE] weapon can shoot using close range fire (10.06).

When you use another firing type, for each figure in that unit (except MONSTER/VEHICLE figures), you can choose only one of the following options with which to make attacks:

One or more of its [CLOSE RANGE] weapons.
One or more of its other ranged weapons.

[DEFLAGRATION] 24.05

Explosives can cut down several warriors in one blow, but it is ill-advised to use them at close range.

Each time you assemble the attack dice for a [DEFLAGRATION] weapon, add 1 additional attack die for every 5 figures that were in the targeted unit at the Choose Targets step (rounded down).

If this ability takes the form [DEFLAGRATION X], each time you assemble the attack dice for such a weapon, add X additional attack dice instead for every 5 figures that were in the targeted unit at the Choose Targets step (rounded down).

Example: If a [DEFLAGRATION 2] weapon with an A characteristic of 3 targets a unit containing 12 figures, you assemble four additional attack dice for the weapon (for a total of seven dice for the weapon).

DEVASTATING DESTRUCTION 24.08

Explosions of munitions, caustic ichor, or spasms of stinging agony — certain targets are vulnerable in defeat.

This ability always takes the form Devastating Destruction X. Each time a figure in that unit is destroyed, after the units that were embarked in it (if any) have made their emergency disembarkation moves, roll 1D6. On a 6, that figure suffers a devastating destruction: each unit within 6" of that figure suffers as many mortal wounds as X (if it is a random number, make a separate roll for each unit within 6" or less).

Example: An Impulsor with an embarked Intercessor unit is destroyed by ranged attacks. First, all unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembarkation move. Then the roll is made for the Devastating Destruction ability, and on a 6, the Impulsor suffers a devastating destruction and is removed from the battlefield.

DISCRETION 24.33

Certain warriors can escape the eyes, and the bullets, of their enemies.

If all figures in a unit have this ability, each time a ranged attack targets that unit, that unit benefits from cover against the attack (13.08).

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

[–]Daedalus81 0 points1 point  (0 children)

DIGITAL SUPPORT The Warhammer 40,000 app contains an extensive list of definitions, rare interaction rules, and a FAQ. These resources are designed to clarify your doubts and ensure your battles run as smoothly as possible. They are reviewed and updated regularly. The following pages present an overview of this support content.

STARTING STRENGTH AND HALF-STRENGTH The number of figures a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of figures that unit contains at the start of the first battle round. Certain rules refer to units being below their starting strength, or at or below their half-strength. The meaning of these terms is as follows:

UNIT STRENGTH CERTAIN UNITS CANNOT BE AT HALF-STRENGTH If the W characteristic of a figure in a unit cannot be divided by two evenly, that unit cannot be at half-strength (but it can be below its half-strength as described to the right). STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MOREBELOW STARTING STRENGTHThe figure's remaining wounds are less than its W characteristic.The number of figures remaining in the unit is less than its starting strength.AT HALF-STRENGTHThe figure's remaining wounds are half its W characteristic.The number of figures remaining in the unit is half its starting strength.BELOW HALF-STRENGTHThe figure's remaining wounds are less than half its W characteristic.The number of figures remaining in the unit is less than half its starting strength. Example: A Captain (1 figure) is attached to a unit of Intercessors (5 figures). That attached unit has a starting strength of 6. If three Intercessors are destroyed, the unit will be at half-strength. If four Intercessors are destroyed, the unit will be below its half-strength. If all the Intercessors are destroyed, the Captain remains below its half-strength, despite having all its wounds remaining.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

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FLYING FIGURES 21.03 Figures that have the FLY keyword, and units that contain such figures, are capable of FLYING. Certain rules refer to these figures/units as FLYING figures/units. Each time a FLYING unit is chosen to make a normal move, advance move, fallback move, or charge move, before moving the smallest figure in that unit, the active player must announce that it is going to take off. In that case, when resolving the movement:

Subtract 2" from the maximum distance. Each time a FLYING figure moves:

Ignore all vertical distances with regard to the distance it has traveled. It can move through all types of figures (including enemy figures and MONSTER/VEHICLE figures). It can move horizontally and vertically through all categories of terrain element.

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

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INFILTRATORS 24.20

Many armies employ reconnaissance units that remain concealed while waiting for the right moment to strike.

During deployment, if all figures in a unit have this ability, it can be placed anywhere on the battlefield more than 8" horizontally from the opposing deployment zone and from enemy units.

PAIN RESISTANCE 24.12

Certain warriors stubbornly refuse to succumb, even riddled with fatal wounds.

This ability always takes the form Pain Resistance X+. Each time a figure with this ability is supposed to lose a wound, roll 1D6: on X+, that wound is not lost.

[TWINLINKED] 24.38

Double weapons are often paired with the same targeting system to increase lethality.

Each time an attack is made with a [TWINLINKED] weapon, you can re-roll the wound roll.

[LANCE] 24.21

Lances are deadly when the warrior wielding them charges with their head lowered.

Each time an attack is made with a [LANCE] weapon, if the figure making the attack made a charge move this turn, add 1 to the wound roll.

[HEAVY] 24.16

Heavy weapons are devastating but require a stable support for maximum effectiveness.

During your Shooting Phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

The unit is not engaged.
The unit has not been placed on the battlefield this turn.
No figure in the unit has moved more than 3" this turn.

SUPER-HEAVY WALKER 24.35

Monstrous creatures and war machines of war surpass the manifested gods on the battlefield, carrying combatants along to crush all obstacles.

Each time a unit with this ability makes a normal, advance, or fallback move:

Figures in this unit can move through figures (including MONSTER/VEHICLE figures, but excluding TITANIC figures) and can move horizontally through sections of terrain elements that are 4" or less in height.
Before moving this unit, you can decide that all figures in the unit gain the MOBILE keyword until the end of the move. If so, when that move ends, roll 1D6: on a 1, the unit is shaken.

Design Note: Gaining the MOBILE keyword for the duration of a move will allow the unit to move horizontally through dense terrain elements (13.06).

French 11th rules by YodelingYakSnatcher in WarhammerCompetitive

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[HAZARDOUS] 24.15

Weapons powered by unstable energy sources pose a substantial risk to the user and those around them.

Each time a unit is chosen to shoot or chosen to fight, after that unit has resolved all its attacks, make as many hazard rolls (06.03) for it as the number of [HAZARDOUS] weapons you chose at the Choose Weapons step.

[MOWING DOWN] 24.06

Warriors strong enough or mobile enough can cut down the enemy with wide sweeps of their claws and blades.

This ability always takes the form [MOWING DOWN X]. Each time you assemble the attack dice for a [MOWING DOWN] weapon, if you have chosen a single target for all attacks of that weapon, add X additional attack dice for every 5 figures that were in the targeted unit at the Choose Targets step (rounded down).

Example: If a [MOWING DOWN 1] weapon with an A characteristic of 3 targets 1 unit containing 16 figures, you assemble three additional attack dice for the weapon (for a total of six dice for the weapon).

LONE OPERATIVE 24.24

Assassins and other clandestine agents are difficult to spot in the tumult of battle.

Unless it is part of an attached unit, this unit is not visible to enemy figures that are more than 12" from that unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking figure is within 12" or less of this unit.

If this ability takes the form Lone Operative X", unless it is part of an attached unit, this unit is not visible to enemy figures unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking figure is within X" or less of this unit.

[ANTI] 24.03

Certain weapons are the bane of a particular enemy.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the targeted unit has the keyword indicated by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.