Gallery Administrator (admin)
- Friday 16 July 2010 13:07
helmut
No, I don't wear that BMX helmet anymore ;)
(ned)
- Monday 5 October 2009 07:28
armor piercing weapons
enemy armor save is reduced by an additional -1 for armor piercing weapons. see p.55 under Weapons.
(ned)
- Sunday 4 October 2009 12:32
rexor!
rexor is no mere captain - he is the wizard! and the whole necromancy thing is just a rumor.
(ned)
- Sunday 4 October 2009 11:08
faq - movement
Q. Are models in a unit executing a Change
Formation manoeuvre (or wheeling, or
entering or leaving a building, etc.), allowed
to move more than twice their Movement rate?
A. Uhm, this is a bit of a muddy issue. In
general, the Movement value represents the
speed of the creatures in question moving at a
careful walking pace, ready for combat.
Units can move normally at double their
Movement value, and this represents the
creatures’ running speed, which is as fast as
they can possibly move (except with the use of
magic, flying, and so on).
Following this principle, players trying to
exploit any manoeuvre or other rule (like the
building rules) to try and move models in their
unit more than double their Movement value
are not playing the game in the spirit it is
meant to be played and need to be publicly
chastised. Bad players! Bad!
(ned)
- Sunday 4 October 2009 11:05
faq - shooting
Q. If a model does not have line of sight to a target
the rest of the unit is shooting at, must the model
shoot (missing automatically), or does it not shoot
at all?
A. It does not shoot at all. This question is, of
course, only relevant if there is a chance for the
firing model to be hurt by its own weapon.
(ned)
- Sunday 4 October 2009 10:59
faq - close combat
Q. Can you allocate attacks to specific enemy Rank
and File models in order to force which enemy
Rank and File models count as casualties (and are
thus unable to fight back)?
A. Yes, however we have to warn you that zooming
in to a fight to this level of detail is likely to make
resolving your fights a very slow process indeed!