Rippars wrote:Noisy_Marine wrote:And do Incarnates come with the magic items listed on their page, or do you have to spend points to buy those items?
They spend 'artifact points' or whatever they are called. Each incarnate comes with a number of points to spend on artifacts. So for example Y'Anrylh has 3 points to spend on artifacts, most artifacts costs between 1-3 points. They come with the incarnate and is included in the army point costs.
Incarnates have a number of attribute points to spend on artifacts or artifacts and either rituals or communions.
The trouble is you cannot afford to buy more thna single spell for an incarnate unless you can buy the bargain basdement three point artifact, which ias above the cost of most. furthermore many lists have spellcasting bonus items costing one or two points. What is the point of those.
I am wondering if it should read Incarnate can have x points to spend on artifacts and rituals/communions means x point of artifacts
and x points of rituals/communions. It appears to be the only way to actually deal out some magic.
Its not Rackham software, but Rackham has endorsed it.
Nazguls software is good, but you need to know the rules and lists before you can use it properly. Case in point: it will permit you to add unlimited artifacts to an incarnate.
Rippars wrote:Noisy_Marine wrote:Lastly, the Toxic ability reads: For each success on a Hand to hand or Ranged Strength test the fighter rolls an additional Strength test for
which the result required is always 5. <---- Does this mean you have to get a 5 or does it imply a 5 or 6?
I'm not sure but I definitely think its 5 or 6. If a 5 is 'required', a 6 would also do, in fact since it says its an additional strength test, you should even get bonus dice if you roll sixes.
There is a difference. The wording requires a 5 because by the wording you gain additional strength tests for each 5 rolled. This is handed differently to a six rolled or the Savage special ability.
Look at the
full wording
For each success on a Hand to hand or Ranged Strength test the fighter rolls an additional Strength test for
which the result required is always 5. Successes obtained in this way are added to the initial ones.
Say you required a 4+ and got a '3', '5' and '6' with three attacks. The '3' fails to wound and
toxic has no effect. The '6' generates an additional bonus roll as normal, wounding on a 4+ and with all the benefits of the original roll. The '5' rolled invokes the
toxic special rule and yields an additional special die that only wounds on 5+. You have to roll the extra dice seperately as a result. Here Rackham clears the process up for you by adding an order to how the dice are rolled.
1. Calculate number of dice and roll
2. Reroll all successes for toxic.
3. Total wounds caused
4. Seperate all sixes, as bonus dice
5. Return to 1
Toxic is useful as a toned down version of
Savage which is too powerful to hand out liberally.