Mantic Fanatics
April 19, 2024, 01:49:11 pm
Welcome, Guest. Please login or register.

Login with username, password and session length
News: First photo's of the Corporation sculpts are shown. See them in the Corporation subforum.
 
  Home   Forum   Help Search Gallery Links Staff List Calendar Login Register  

Warpath 1st Edition (melee and special weapons)

Pages: [1]
  Print  
Author Topic: Warpath 1st Edition (melee and special weapons)  (Read 573 times)
0 Members and 1 Guest are viewing this topic.
Capt.Camping
newb
*

Mantic Points: +0/-0
Offline Offline

Posts: 9



View Profile
« 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.
Report Spam   Logged


Pages: [1]
  Print  
 
Jump to:  

Powered by EzPortal
Bookmark this site! | Upgrade This Forum
SMF For Free - Create your own Forum

Powered by SMF | SMF © 2016, Simple Machines
Privacy Policy