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View Full Version : Are Chrisis Relentless.



bigman45
05-14-2011, 10:35 PM
On page 27 of the tau codex it goes in depth on how the XV8 Chrisis battlesuit can fire rapid-fire weapons as though it didnt move but they dont say they are relentless or not. But since they are still firing a rapid-fire weapon they still cant charge after shooting right?

Rev. Tiberius Jackhammer
05-14-2011, 11:25 PM
Check the BRB paragraph on Jetpacks (same section as Jumppacks.) All Jetpack units are Relentless.

Nabterayl
05-15-2011, 12:30 AM
Crisis suits are Relentless, with a special rule that says they must be stationary to fire heavy weapons notwithstanding the fact that they are Relentless. Depending on how literally you take the FAQ, jetpack drones may also have a special rule that they must be stationary to fire heavy weapons.

DrLove42
05-15-2011, 02:34 AM
I'm sure Chris is Relentless :P

Wildeybeast
05-15-2011, 06:11 AM
This ame up a few months ago in another thread. Basially the suit allows for rapid fire and movement, as well as aute sense, the jet pak gives the relentless rule. so risis suits may fire and move with heavy weapons, broadsides may not as they don't have the jet pak. This is largely irrelevant as the risis suit has no option for heavy weapons, the broadsides sadly may not move and fire their railguns, though they may and fire any rapid fire weapons.

As for drones, they are the same as the owner, so marker drones in a risis suit unit (jump infantry [jet pak]) are relentless, the rapid fire only and aute sense rule do not apply to them as they are not wearing the suit. The faq refers only to units with the advaned stabilisation system upgrade whih grants slow and purposeful. You would only take this for your broadsides, as your risis suits are already relentless!

Tynskel
05-15-2011, 09:50 AM
Marker light, and smart missile suit have heavy weapons.

Wildeybeast
05-15-2011, 12:20 PM
Marker light, and smart missile suit have heavy weapons.

They are both heavy weapons, but neither of them is an option you can take on a crisis battlesuit. Only the broadside can take the smart missile system and as I have said it is not relentless since it doesn't have a jet pack. As for the marker light, the only model that can have a marker light is marker drone, which counts as what ever the rest of the unit is. So if attached to a unit of stealth or crisis suits it would be jump infantry and so relentless. If attached to a broadside unit it would not as they are infantry.
So as I said, there are no heavy weapons available to crisis (or stealth) battlesuits, so being relentless for them is largely academic. It only matters that broadsides are not relentless and that drones may or may not be depending on the unit they are attached to. Of course this debate is only being had beacuse GW hasn't given us an up to date Tau codex yet:mad:

TheRise
05-18-2011, 01:54 PM
Are all Jump Infantry units relentless?

Nabterayl
05-18-2011, 02:28 PM
Are all Jump Infantry units relentless?
No, just jump infantry with jet packs.

lobster-overlord
05-18-2011, 03:07 PM
No, just jump infantry with "jet packs".

Note the quotes put around "jet pack." Not to be confused with "jump packs" which space marines have access to.

Jump Infantry is the unit type, but the equipment they take is what makes them relentless (nothing against Nab, just helping to clarify, because we had a bunch of people at our store swear that space marine assault squads had jet packs...they have Jump Packs).

Nabterayl
05-18-2011, 03:49 PM
Also worth adding, I suppose, that the equipment, rather than the unit type, defines movement. Just being jump infantry doesn't give you a 12" jump move; your jump pack does that. Similarly, it's the jet pack, rather than being jump infantry, that gives Tau units their 6" jump move and 6" assault jump move.

wkz
05-23-2011, 08:46 PM
Also worth adding, I suppose, that the equipment, rather than the unit type, defines movement. Just being jump infantry doesn't give you a 12" jump move; your jump pack does that. Similarly, it's the jet pack, rather than being jump infantry, that gives Tau units their 6" jump move and 6" assault jump move.
Actually, that is half correct: For Space Marines and similar, the special rule is attached to the equipment. Thus, by having the equipment the special rule applies to the unit.

For the best example of this in action, see Vanguard Veterans, especially the Blood Angels version. They do not have Jump Packs by default (they're Infantry), but the moment they buy said Jumppacks they become Jump Infantry, complete with the special rules for 'Jump Infantry' (and for BA: the 'Descent of Angels' rule too).

Thus, for the Tau suits, the same applies: By having the jet pack, Tau units get their 6" jump move and 6" assault jump move

But note that not all special rules of this type are attached to equipment: Rough Riders and Hounds of Chaos are both Beasts, and Daemon Princes are Jump Infantry... but the rule for such are directly attached to the model itself and not any equipment they're holding (a Rough Rider horse is not classified under "equipment" :D )

Similarly, there's a curious, slight difference between the Feel No Pain between Death Company (built into the model), Ork Nobz with Painboy (built into Painboi's equipment) and Dark Eldar (built into pain tokens, which is a DE army wide rule). If ever there is a wargear which switches off equipment (similar to how C:GK switches off daemonic gifts), the Nobz will be affected, but the Death Company and Dark Eldar will still merrily ignore wounds on a 4+.

Nabterayl
05-23-2011, 09:56 PM
A fair point.

Tynskel
05-24-2011, 06:43 AM
Actually, that is half correct: For Space Marines and similar, the special rule is attached to the equipment. Thus, by having the equipment the special rule applies to the unit.

For the best example of this in action, see Vanguard Veterans, especially the Blood Angels version. They do not have Jump Packs by default (they're Infantry), but the moment they buy said Jumppacks they become Jump Infantry, complete with the special rules for 'Jump Infantry' (and for BA: the 'Descent of Angels' rule too).

Thus, for the Tau suits, the same applies: By having the jet pack, Tau units get their 6" jump move and 6" assault jump move

But note that not all special rules of this type are attached to equipment: Rough Riders and Hounds of Chaos are both Beasts, and Daemon Princes are Jump Infantry... but the rule for such are directly attached to the model itself and not any equipment they're holding (a Rough Rider horse is not classified under "equipment" :D )

Similarly, there's a curious, slight difference between the Feel No Pain between Death Company (built into the model), Ork Nobz with Painboy (built into Painboi's equipment) and Dark Eldar (built into pain tokens, which is a DE army wide rule). If ever there is a wargear which switches off equipment (similar to how C:GK switches off daemonic gifts), the Nobz will be affected, but the Death Company and Dark Eldar will still merrily ignore wounds on a 4+.

very good.

Lykum
05-27-2011, 06:40 AM
... the broadsides sadly may not move and fire their railguns, though they may and fire any rapid fire weapons.


They do, however, have the option to take the advanced stabilization system, which allows them to be slow and purposeful. Well worth the 10pts.

Wildeybeast
05-27-2011, 10:14 AM
They do, however, have the option to take the advanced stabilization system, which allows them to be slow and purposeful. Well worth the 10pts.

Indeed they do and indeed it is.