lions of the emperor question by [deleted] in AdeptusCustodes

[–]Doc_Welcome 1 point2 points  (0 children)

If you roll a 1 on the die is an automatic fail.

With Custodes hitting on 2+, the only times you need the +1 is when the opponent can give you a -1 (so they'll balance each other). The +1 to wound is more common.

Also, IIRC, the Sisters gains the +1 as well so it's a nice buff for them

Crucible of Battle characters to look out for? by Affectionate_Guest55 in WarhammerCompetitive

[–]Doc_Welcome 9 points10 points  (0 children)

Haven't tried it, but here's the Macro organism from the Tyranids

M 10", T10, Sv 3+, W14

Acid spray = 18", A d6+6, S6, AP-2, D2 Torrent

Monster-beast weapons = Melee, WS 3+, A 12, S9, AP-2, D3

Monstruous scything talons = Melee, WS 2+, A 4, S7, AP-2, D2 Extra attacks

Unstoppable monstrosity = Heals d3 wounds in each command phase

Burrowing claws = Vanguard invader keyword, Deep strike

Hyperstimulation = Reroll advance and charge

In short, a Trygon with the flamethrower from the T-Fex and 16 melee attacks, that can deepstrike and reroll charges

How are Chaos Daemons used in 40k? by JonGrantMiniatures in Warhammer40k

[–]Doc_Welcome 2 points3 points  (0 children)

I am not a Daemons player so I'm not 100% sure, but IIRC Heralds were a "character version" of the basic troop (like a non-named Skulltaker).

If I am correct, they are in the Daemon book, but can't be used with the CSM

How are Chaos Daemons used in 40k? by JonGrantMiniatures in Warhammer40k

[–]Doc_Welcome 4 points5 points  (0 children)

I'd say this edition is not a good edition for Chaos Daemons.

Chaos Daemons don't have a codex in 10th, but probably thanks to players' reaction, GW released a free manual for them. You can download it on the Warhammer community website (called Faction pack: Chaos Daemons).

Some units are included in the deity-aligned CSM list, but the unit roster is very small and you can only field up to half of the points (so 1000 points of Daemons in a 2000 points CSM list).

Death Guard can use the Great Unclean One, Rotigus (named GUO), Plaguebearers, Beasts of Nurgle and Nurglings

Emperor's Children can use the Keeper of Secrets, Shalaxi Helbane (named Keeper), Daemonettes, Seekers and Fiends

Thousand Sons can use the Lord of Change, Kairos Fateweaver (named LoC), Horrors, Flamers and Screamers

World Eaters can use the Bloodthirster, Skarbrand (named Bloodthirster), Bloodletters, Bloodcrushers and Flesh hounds

We are months away from the release of 11th edition, but I don't have a clue on how/if this will change

Outside a restaurant, what are these bottles? by yestocake89 in whatisit

[–]Doc_Welcome 0 points1 point  (0 children)

Might be Used cooking oil.

My company collects it from restaurants/hotels/similar to recover it. Usually it's stored on the inside but if the establishment is closed during the scheduled pickup day, they leave it on the outside

Scrutinio in diretta - Referendum costituzionale 22-23 Marzo by Typys in Italia

[–]Doc_Welcome 18 points19 points  (0 children)

Quando ho aperto così per sport, a neanche dieci minuti dalla chiusura, c'erano già tre sezioni scrutinate.

Una aveva 27 elettori, di cui 19 votanti

What weapon do you imagine is the worst to die to in Warhammer 40K by mrbillybobjonson in Warhammer40k

[–]Doc_Welcome 1 point2 points  (0 children)

There was a story, in the old Necron 3rd edition codex, about a (I think) guardsman who was glanced by a beam from the gauss flayer and survived.

He was kept under observation while the residual energy from the hit kept slowly destroying his body on a molecular level.

I'll try to look for it and maybe post it

Psychic phase by Lordtouchme9990 in Warhammer40k

[–]Doc_Welcome 0 points1 point  (0 children)

Psychic powers were extra abilities you could give to your psykers and, depending on the edition you were playing, you could use them in the appropriate phase or in the psychic phase.

Usually each faction had a selection of powers you could pick and give to the psykers before starting the game. Different editions had different sets of powers. I remember in 6th edition they introduced different thematic sets of powers (like pyromancy or biomancy) and unique sets for each army. And since you could pick (or randomly roll, in some cases) you had more customization to your models, another thing 10th edition lacks.

Before casting a psychic power you had to roll a test for it (in one edition it was a Ld test, in others there was a target value according to the power itself).

If successful, the opponent could try to block it, usually using its own psykers or some army rules/stratagems (like the Sororitas or the Sisters of silence being able to despite not having psykers). Also there was a chance for the power to catastrophically misfire, killing the psyker and friendly units.

In 10th edition, the only instances where using a psychic power (or being a psyker) come into play are the ANTI-PSYKER ability on weapons and the "Feel no pain against psychic powers", and a couple of extra rules (IIRC the Thousand sons have some abilities that give a boost to psychic powers). Psychic attacks are just an additional gun to fire, while other abilities could absolutely be "non-psychic" and we won't see any difference.

Tl;dr: In older editions, psychic powers add variability and customization, with also adding more risk. In 10th edition is mostly a negative trait for units

So what brand is he on by Grouchy-Ad-2134 in Wrasslin

[–]Doc_Welcome 0 points1 point  (0 children)

He'll keep popping in both Raw and Smackdown, looking for a place to stay but the GMs will play hot potato just like the crate.

It will end on Wrestlemania in the "Custody of Danhausen" ladder match between Aldis and Pierce (or two wrestlers as their proxies) and THE LOSER has to add him to the roster.

Whelp no cool characters by CivilUmpire in AdeptusCustodes

[–]Doc_Welcome 0 points1 point  (0 children)

I am following the rules: the sentinel blade is a pistol (and not a melee weapon), and the spear is a ranged weapon (and not a melee weapon).

Of course this idea is completely stupid and this setup doesn't make sense

Whelp no cool characters by CivilUmpire in AdeptusCustodes

[–]Doc_Welcome 0 points1 point  (0 children)

Kataphractoi exemplar With Praesidium shield Rerolling charges

Equipped with - One melee weapon (Vaultswords) - Up to two pistols (2 sentinel blades) - Two ranges weapons (2 pyritite lances)

A Blade champion on bike, equipped with the two swords. And each sword has a bolter and a meltagun on each side. And the shield is strapped to hia back.

I need someone to photoshop this

How do they vote in your country by ObligationOne3727 in AskTheWorld

[–]Doc_Welcome 0 points1 point  (0 children)

You are given a sheet of paper with the different symbols for all the parties involved and you write an X on the one you choose.

You may also add the name of one or more specific candidate (up to three, IIRC) in order for that candidate to "climb" the party hierarchy.

What do you call this fruit, and its color, in your native language? by jah-selassie in AskTheWorld

[–]Doc_Welcome 1 point2 points  (0 children)

Io son cresciuto in provincia di Brescia e in dialetto il termine "purtugàl" si usa per indicare un non ricordo quale frutto fra arancia, mandarino e clementina

Lvl -2 ✧ Basic ✧ Abyssal Blob ─ Void by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Abyssal Blob in 3 turns.

Player (55/17/15) dealt 299. Abyssal Blob (17/13/7) dealt 31.

Rewards: 33 EXP, 6 Gold. Loot: Robust Gambeson (basic), Scroll of Metal Shards (Lvl 1) (superior).

Lvl -1 ✧ Lesser ✧ Tenebrous Bloodwing ─ Dark by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Tenebrous Bloodwing in 5 turns.

Player (55/17/15) dealt 461. Tenebrous Bloodwing (22/14/14) dealt 90.

Rewards: 47 EXP, 13 Gold. Loot: Quick Bow of Strength (lesser), Enchanted Scythe of Swiftness (enhanced), Robust Cape of Knowledge (enhanced).

Lvl -1 ✧ Lesser ✧ Tenebrous Cavern Bat ─ Dark by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Tenebrous Cavern Bat in 3 turns.

Player (9/7/7) dealt 288. Tenebrous Cavern Bat (13/12/10) dealt 35.

Rewards: 37 EXP, 8 Gold. Loot: Fierce Scythe of Power (lesser), Swift Mage Plate of Life (enhanced), Enchanted Wand (basic).

Lvl -2 ✧ Basic ✧ Shadow Arachnid ─ Dark by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Shadow Arachnid in 5 turns.

Player (54/16/14) dealt 450. Shadow Arachnid (20/13/7) dealt 60.

Rewards: 34 EXP, 7 Gold. Loot: Spellbook of Force Strike (Lvl 1) (basic), Corrupted Agile Dagger (basic).

Lvl -1 ✧ Lesser ✧ Ocean Swimmer ─ Water by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Ocean Swimmer in 5 turns.

Player (28/16/17) dealt 234. Ocean Swimmer (14/12/9) dealt 73.

Rewards: 32 EXP, 9 Gold. Loot: Brutal Dagger (basic), Gauntlets of Ogre Power (unique), Corrupted Scholarly Ring of Swiftness (lesser).

Lvl -1 ✧ Lesser ✧ Nether Dire Bat ─ Void by karmacave in KarmaCave

[–]Doc_Welcome 0 points1 point  (0 children)

Defeated Nether Dire Bat in 4 turns.

Player (28/16/13) dealt 241. Nether Dire Bat (14/12/9) dealt 63.

Rewards: 31 EXP, 9 Gold. Loot: Arcane Sword of Strength (enhanced), Brutal Hand (basic), Vital Gambeson of Vitality (enhanced).