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Made in us
Twisting Tzeentch Horror





Some questions on how people are playing CSM:

Transports with different mark of chaos: I don't see anything in the rules that says a transport must share the same mark as its passengers. Anyone think differently?

The wording of the marks rule says if you pick that ability from the dark pact, "critical hits are scored on a 5+". There is no limiting language to only the ability selected. This normally doesn't matter, but some weapons, like heavy bolters, have [Sustained Hits 1] built it. Or more importantly, hellbrutes handing out both abilities. Due to the working, if you are say Tzeentch and select [Lethal Hits], you now score criticals on 5+, so if you have a hellbrute near by giving [Sustained Hits 1] as well, you will trigger BOTH rules on a 5+. I don't see any RAW reason that would defeat that premise.

With the dark commune, you can't remove any dark commune models prior to the cultist models due to the leader rule correct? This can lead to some crappy coherency issues if you are not careful.

   
Made in ca
Fully-charged Electropriest






For the second. Yes, if you roll a 5+ on your to hit roll that will count as a critical hit activating both abilities. Note however that both hits will not be effected by lethal hits, only the original hit roll. The second generated by sustained hits will still need to be rolled to wound as normal.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Southern New Hampshire

 xeen wrote:
Some questions on how people are playing CSM:

Transports with different mark of chaos: I don't see anything in the rules that says a transport must share the same mark as its passengers. Anyone think differently?

The wording of the marks rule says if you pick that ability from the dark pact, "critical hits are scored on a 5+". There is no limiting language to only the ability selected. This normally doesn't matter, but some weapons, like heavy bolters, have [Sustained Hits 1] built it. Or more importantly, hellbrutes handing out both abilities. Due to the working, if you are say Tzeentch and select [Lethal Hits], you now score criticals on 5+, so if you have a hellbrute near by giving [Sustained Hits 1] as well, you will trigger BOTH rules on a 5+. I don't see any RAW reason that would defeat that premise.

With the dark commune, you can't remove any dark commune models prior to the cultist models due to the leader rule correct? This can lead to some crappy coherency issues if you are not careful.



I've seen nothing regarding transports, so have fun!

That is certainly how it works, and I've been having lots of fun with Tzeentch-marked cultists.

Only the Demagogue has the Character keyword, so you CAN remove other models from the Dark Commune if you need/want to.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Twisting Tzeentch Horror





thanks for the replies. I was thinking that was the correct way, but I like to verify
   
 
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