I've just been trying to figure out how long the night fighting lasts. It says it can be used at the start of any turn and lasts for that turn, is that a player turn or turn 1, turn 2, etc. Thanks!
I've just been trying to figure out how long the night fighting lasts. It says it can be used at the start of any turn and lasts for that turn, is that a player turn or turn 1, turn 2, etc. Thanks!
The player turn as it's not been FAQ'd to say game turn.
If it means a game turn, it will specify it in the rules, as per the main rulebook FAQ.
Player Turn and thats more useful anyway means you can shoot normally and then make it night fight in theirs.
I'm not sure I'd get away with that one in a friendly game, but i may just give it a try in the next tournament...
You're not "getting away" with anything, that's how the rules are supposed to work. The rules clearly state that "turn" on its own always means player turn. If it meant game turn, it will always specify "game turn".
So yes, you can either force your opponent to have night fighting for two turns, or in DoW you can choose to lift it for your first turn and then activate the second pulse on your opponent's second turn (giving them 2 turns of night fighting while you have none - first turn from DoW, second turn from solar pulse).
what abilities/powers/gifts/things are listed as game turn?
What are your orders Lord Kharn?
KILL! BURN! MAIM! DESTROY! OBLITERATE!
So pretty much the same old thing is it?
I'm pretty sure the solar Pulse was intended to mean 'any game turn', as all other examples of night fighting seem to apply to a game turn. As a Necron player, I can't bring myself to use it only in my opponent's turn, it would just feel wrong...![]()
It would've been errata'd by now if that were the case. It's player turn, and the whole point of it IS to screw over your opponent while letting your guys move to an effective shooting range.
I am also sure that all those terrain transformation abilities also apply to the necron army. It seems fairer that way :P
Solar Pulse lasts only 1 player turn. There is nothing more to say about this.
@TGD if you mean the CTan ability, it applies to the enemy army only.
It doesn't have to; it's right there in the main rulebook that 'turn', without further qualification, always means 'player turn' "both in this rule book and in the Codexes" as I'm pretty sure has already been pointed out. It's on p.9 if you want to check.
As for the other thing, of you can trigger the pulse while embarked on any vehicle, you can trigger it from a Night Scythe: there are only two special things about the Scythe's transport ability; first the ability to take non-infantry (which is hardly unique to it) and, second, the ability for the transported models to automatically survive the destruction of their transport. Neither of those things alter the transport rules fundamentally enough that the unit is not actually "on board" the Scythe for the purposes of any relevant special rules and abilities, regardless of whatever fluff justification depends from them.
Originally Posted by Weird Al
If you'd consult the main rulebook FAQ, you'd see that there really wasn't anything else to say:
Q: What is meant when the term ‘turn’ is used? (p9)
A: Whenever the word turn is used it means player
turn. Otherwise it will clearly state game turn. In a
complete game turn both players get a player turn.
Hence one game turn will comprise two player turns.
Thank you Mr Rose, that's one I didn't spot(must have read it so long ago that other things have pushed it out of my head). And thank you too DoctorTom, it's always nice to have someone around to repeat what others have said...