40K Rules: How to Stop 40K’s 1+ Roll
If you worried about Iron Hands players going Super Saiyan with a 1+ Feel no Pain, you definitely want to see how to beat it.
What jerks!
While it’s true that the Iron hands can get an astonishing 1+ FNP roll, there are a few things that not only negate it, but straight render it useless in general.
Checkout these tips smart generals are using to beat down the unstoppable roll!
1). Enfeeble – The psychic power from Biomancy has the potential to make all your strength 6 and higher attacks all cause auto death as they will not be double the toughness of a Space Marine at T3 while enfeebled. Remember you can not take Feel No Pain rolls on anything that causes Instant Death (or is double the models toughness)
2). Instant Death – This age old mechanic has the potential to just straight wreck 1+ FNP. Remember to activate force on weapons with it, and lob those S8+ weapons were they need be to negate the effects of that Feel no Pain!
3). Give them The D – While it never gets old to say that, neither will wrecking models that are hiding behind a 1+ FNP with a weapon that has the Destroyer Special Rule!
There you have it, three quick and easy ways to get around ridiculous feel no pain shenanigans!
What’s your favorite 40K rule that almost no one remembers on the tabletop?