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Warpath 1st Edition (melee and special weapons)

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Author Topic: Warpath 1st Edition (melee and special weapons)  (Read 262 times)
Capt.Camping
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« on: January 12, 2012, 11:46:37 pm »

Thanks for answers

During the playtesting 20 grunt platoon attacked the heavy Drakkar in melee. The Heavy Drakkar have no damage and did a Hard turn! so the +2 modifier is not applied and the -2 not sure because they use "and" instead of "or". I assume there is no modifiers to use so I have to throw 40 dice to hit, but I see the Drakkar have a defense of +11 so it will be impossible to damage it normally even adding the Crushing +1 ability Army special rules for the Marauders.

Now I go with the Mincer Blades against the Heavy Drakkar will not be enough since it has a +11 defense and the maximum damage of the blades will be 8 (Crushing Strength 2)

Now I have 2 extra Ripper talons on the same unit. The first talon do 1 hit with a 6 and one damage with a 6 (6+cs5=11). The second talon do a hit with a 6 and again "dont tell me how?" another six (6+cs5=11) for the second damage. Not normal.

Then I do the nerve test and it pass.

If I did it right, comparing what I did here is more simple than when I play orks in 40k. The options of weapons I can mix and use in my orks as Marauders is more entertaining and less restrictive.
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