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Made in bg
Cosmic Joe





Bulgaria

What happens if a unit is hit by the same hex or augment twice?
Some such spells are quite straight forward as they apply direct modifiactions to stats/chances to hit/wounr or plain do damage, like doom and darkness, iceshard blizzard, pha's protection, shie;d of thorns and so on. But some aren't, like net of amyok, glittering robe, aspect of the dreadknight, etc.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in ca
Tail-spinning Tomb Blade Pilot





Mississauga

I think the best way to deal with that would be on a spell by spell basis

Take glittering robe, it gives you a 5+ scaly skin. If you get a second cast of it, the second spell would give you a 5+ scaly skin (which the first already gave you) so it would be effectively meaningless.

2,500 - Discipline. Duty. Unyielding Will.
2,000 - He alone has the Emperor's soul in his blood.
2,500 - Order. Unity. Obedience.

 
   
Made in us
Regular Dakkanaut





the BRB says augments and hexes stack.

but yes in the case of scaly skin you get a fixed benefit, which as gwar likes to say occuring once meets all requirements.

if its something that is +/- # then they stack, if you gain a rule/benefit like strike first or stupid, having the rule more than once does nothing.
   
Made in us
Smokin' Skorcha Driver





It would be awesome if you could stack stuff like armor piercing...then you can get cool stuff like this:



(for those that don't know, in the card game hardiness = prevent 1 damage, and yes, it stacks)


 
   
 
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