PhiveO wrote:Hey everyone have been messing around with the Isle of Blood set and have some questions I need clarified:
1.) Rat ogres have base 3 attacks, but since they have frenzy does that mean they have 4 attacks?
Yes, upgrading to a Master-Bred Rat Ogre would give that model 5 attacks total. Only one Rat Ogre can be upgraded as such, because it makes it act as a unit champion.
2.) The rat ogres are led by a pack master, are there any special rules in regards to being led by a pack master when it comes to movement etc?
The only rules that affect the Rat Ogre unit with regards to the packmaster are already outlined. Nothing is hidden, so nothing more is affected.
3.) I noticed most units have a WS and BS, can you only shoot with the BS if you equip them with long ranged items or is it assumed? The sea guard in their description have bows, the sword masters have nothing listed. Is it assumed the Sword masters have bows or is the BS there in case you equip them with such?
You can only make ranged attacks if the unit is specifically equipped with a ranged weapon. Seaguard specifically state that they have bows, so may make ranged attacks. Swordmasters do not have bows listed in their equipment and is not an option for them, therefore cannot make ranged attacks. The
BS stat is included for completeness and to match every other unit's entry. Even though they don't have bows, in the "story" they have been trained with both melee and ranged.
4.) When casting magic, do you use armor saves + ward saves or just ward saves?
The spell's effects specifically say whether armor saves are ignored or not. If it doesn't say it ignores armor, then armor saves are allowed, followed by ward saves when you fail the armor.
5.) The turn after fleeing, do you re-roll leadership to see if they reform?
Rally, yes.
6.) Shields and spears? The shield only applies against ranged attacks? And spears attack from 3 rows as opposed to other weapons which are always first 2 rows?
Shields are always available to use, spears are 1h weapons. Please note however, that "Hand Weapon" is different than a "one-handed weapon" in that a "Hand Weapon" combined with a shield grants a 6+ parry WARD save in addition to the normal +1 to your armor save from the shield. Spears do not get the parry save.
7.) Fear/terror does this apply to the charge as well as the start of every new round of combat?
Terror is on the charge, then fear every round of combat. No terror, but just fear is simply every round and nothing on the charge.
8.) Move and shoot is simply a -1 modifier to your to hit score?
Yes, meaning if you hit on a 3+ naturally with Elves- moving modifies that to a 4+ and if you're at long range further to 5+ and then if your target is in "soft cover" such as forest, it would be on a 6.
Happy Gaming.