FAQ Revelations... Kind of...

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Re: FAQ Revelations... Kind of...

Postby chip on July 27th, 2010, 8:41 am

Unless something has changed it is very possible to have a armor save lower than 1 but 1 always fails. If that has changed in 8th then yeah, Corsair may be right.
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Re: FAQ Revelations... Kind of...

Postby corsair14 on July 27th, 2010, 9:03 am

Yeah it changed with 8th ed. There is an armor save hard cap of 1+. before the errata you couldnt even buy armor upgrades that allowed for better than 1+. After the errata they changed so you can have better than 1+ in order to allow for secondary effects from armor, but the hard cap remained 1+ and that is the start for adding in armor save penalties regardless of the theory of the warrior having better.
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Re: FAQ Revelations... Kind of...

Postby chip on July 27th, 2010, 3:59 pm

Fair enough. Will make dealing with blood knights and chosen on barded warhorses a bit more manageable.
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Re: FAQ Revelations... Kind of...

Postby AverageBoss on July 29th, 2010, 10:07 am

Except that Blood Knights only have a 1+ save and cant get better so this does nothing to them, and Chosen cant be mounted so the best save they can have is a 2+ if you give them sheilds and roll the right result on the gods table.

The only thing I was ever to get to better than a 1+ save was my Chaos Lord. Chaos armor starts him off at 4+, then if you gave him the Mark of Khrone and a Juggernaught, his save improves by 3. Then give him either a sheild or enchanted sheild, and you have a 0 or -1+ save. So I think Chaos lords and maybe something from Dark Elves are the only things affected by this. Well saves me 15 points on a sheild or 50 points on the Jugg if I decide to go that way.

I m a bit surprised about the slight nerf to poison attacks. Just because you have poison 6+ doesent mean you auto wound on a 6 anymore. That 6 actually has to be a legitimate hit...
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Re: FAQ Revelations... Kind of...

Postby corsair14 on July 29th, 2010, 10:16 am

Ahh you mean for like shooting and stuff and the whole needed 7+ for example? Or is it if you need a 6 to hit it doesnt poison on a 6? That part makes sense, Morheim does the same thing with criticals and such.
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Re: FAQ Revelations... Kind of...

Postby AverageBoss on July 29th, 2010, 12:11 pm

Right on the first count. If you have poison 4+ and you roll a 6, but needed a 7, the shot completely misses and the auto wound does not kick in.

Looking at the lizardman FAQ, I am going to have to look up the rules on defending an obstacle. From what I gather if a cavalry or chariot unit charges a unit defending an obstacle (like a wall), the charging unit muct make a dangerous terrain test. I also need to see the specifics of the make way rule.
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Re: FAQ Revelations... Kind of...

Postby corsair14 on July 29th, 2010, 12:16 pm

That part is true which makes that special character saurus who himself is a defended obstacle kind of neat even if still overpriced like the rest of the SCs for LM.
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