So, Frage 6 hab ich ausgelassen, ich denke für sowas sind die Briten zu stolz, vor allem wenns auch noch von den Krauts kommt 🙄
Schaut bitte nochmal jemand drüber!
1) Do the effects of Tyranid close combat weapons (TCCW) accumulate, for example, if a Tyranid Warrior is equipped with Scything Talons and Rending Claws, does he have to chose whether his CC-attacks are rending, or he may re-roll dice results of 1? Or could possibly both rules be granted at the same time to the same model?
Possible arguments: Since TCCW grant their bearers special rules, they should count as special close combat weapons (SCCW) according to the rulebook, page 42. The effects of SCCW generally do not stack, e.g. the effects of power fists and power claws cannot be used at the same time. However, the description texts of the TCCW on page 84 in the Codex: Tyranids (2010) indicate that simply bearing the weapon grants their effect to the equipped model. If TCCW would be declared as "Weapons Biomorphs" instead of the rulebook term "Close Combat Weapons" (CCW), just like in the old Tyranids codex, there would not be any issue to discuss. But CCWs should follow their rules depicted in the rulebook on page 42.
Possible answer: Tyranid close combat weapons count as weapons Biomorphs. Hence, the effects of several TCCW can be used at the same time if the unit is equipped accordingly. Tyranid organisms are created to fulfill their dedicated purpose, and anything else would mean a weakness that the Hive Mind could easily compensate.
2) Do Tyranid close combat weapons (TCCW) accumulate with “Toxin Sacks” (poisoned weapons)? Or does the bearer have to decide whether to use the the Toxin Sacks or his other close combat weapons?
Possible arguments: The biomorph "Toxin Sacks" turns all TCCW that a creature is equipped with into poisoned weapons. Toxin Sacks are SCCW according to rulebook on page 42. The rules for Toxin Sacks indicate, that the poisoned weapons become "Poison Weapons" (hence losing all their other special rules). However, it might be intended that the "Poison" special rules are granted additionally to the TCCW's normal effects (e.g. "Rending" for Rending Claws etc. - combining rending claws with
Toxin Sacks would result in poisoned and rending attacks).
Possible answer: Toxin Sacks grant their effect in addition to any other equipped Tyranid close combat weapon. The poisonous effect of the Toxin sacks grant their bearers even deadlier methods to bring death upon the enemies of the Hive Mind.
3) Can the Mawlock Deep Strike directly into an enemy unit?
Possible arguments: When using the Deep Strike rule, you must physically place one model of the deep striking unit on the table. (In 4th edition, you could simply declare any target point, but in 5th edition, you have to place the deep striking model itself onto the gameboard). According to the rulebook, you cannot place models on top of an enemy unit, since you must always maintain at least 1 inch distance from all enemy models. Hence, is it possible to declare the Mawlock's target point ontop/within an enemy unit? If you would not be able to deep strike on top of an enemy unit, you would have to rely on that the Mawlock scatters exactly in the direction of a unit in order to be able to use the Mawlock’s special deep strike attack. The rule would only make sense if a "hit" result can actually hit the targeted unit. This is only possible if we may place him directly upon the (unlucky) enemy unit.
Possible answer: When using the Mawlocks’s deep strike rule, the Mawlock may be placed directly upon any enemy unit before the scatter distance and direction is determined. The powerful Hive Mind is able to force the Mavlocks to deep strike directly into the heart of the enemy forces without even hesitating.
4) Does the Doom of Malan'Tai's special ability "Spirit Leech" affect units which are embarked within a transport?
Possible arguments: Referring to the Codex: Tyranids (2010), "Spirit Leech" is neither a psychic power, nor a shooting attack. It simply affects all enemy non-vehicle units within 6 inches. Embarked units are non-vehicles and they count as being on the table, e.g. embarked units can claim mission objectives. However, embarked units cannot be affected by shooting attacks since they are not a valid target in means of the basic shooting rules. Due to the fact that "Sprit leech" is not a shooting attack, but a special rule, it is not necessary to select any target.
As a result, there should be good reasons to argue that embarked units are vulnerable to the Spirit Leech as they count as being on the table.
Possible answer: Yes. The Doom of Malan'Tai's special ability "Spirit Leech" can affect embarked units, if the transport is within range. How could a metal tank wall protect you from the mighty powers of the Hive Mind that could - with a blink of an eye - leech your puny soul?
5) Are any cover saves allowed against the Doom of Malan'Tai's special ability "Spirit Leech"?
Possible arguments: It is not clearly defined whether cover saves can only be taken against shooting attacks. "Spirit Leech" is not a shooting attack, so it is unclear whether the Doom's enemies can take cover saves against the Spirit Leech, e.g. when hiding in area terrain or behind a wall/fence etc. In contrary, it is not possible to take cover saves in close combat due to the close combat rules. For special abilities like "Spirit Leech", no applicable rule could be found in the codex or the rulebook.
Possible answer: Enemy units affected by the Doom of Malan'Tai's special ability "Spirit Leech" cannot use cover saves. As described above, how could a tiny fence or tree protect you from the mighty powers of the Hive Mind?
(Anmerkung Glassmoon: wie schauts eig. Mit Rüstungs- und Rettungswürfen aus?)