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Made in gb
Freaky Flayed One



London, UK

Am i reading the potential of this wrong but ive had a thought which i wanted to share.

Fuegans unquenchable resolve gives him +1 str and attacks for each unsaved wound. psychic power gives a model one of its wounds back. The way i read it however is further wounds keep addin the +1, so eventually you could have a str 10 high attack fuegan on your hands. Given the power of his axe aswel im not sure alot could stand against him.
   
Made in us
Foolproof Falcon Pilot





Yup. Also, if you found a way to give him FNP, the +1A and +1Str would activate before you took the FNP roll, meaning you could get a lot of use out of that.

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Regular Dakkanaut




Middlesbrough

Fuegan comes with FNP as standard



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Freaky Flayed One



London, UK

Yep he has fnp. so would the opinion be, until it gets faq'd out , that this would be legal??
   
Made in gb
Been Around the Block





That's terrifying. He always was my favourite Phoenix Lord, and now he's... brutal. At least till an FAQ ruins his fun. :-p
   
Made in za
Fixture of Dakka




Temple Prime

And once again Fuegan proves that he and Karandras are just in a different league altogether.

Although unlike Maugan Ra they have yet to punch out a hive fleet, dive into the eye of terror, or cut a biotitan in half by just positioning a scythe in front of it's charge.

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Made in gb
Sister Vastly Superior




Fnp is a save, "unsaved wound" is after fnp, no?

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Made in nl
Confessor Of Sins






You get an unsaved wound when you fail a save, FNP then allows you to ignore it (it's not a save).

This message was edited 1 time. Last update was at 2013/06/02 21:10:31


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Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

Nobody_Holme wrote:
Fnp is a save, "unsaved wound" is after fnp, no?


Read the rulebook definition of FNP it clearly states what it is.

   
Made in us
Judgemental Grey Knight Justicar






Wonder if they will FAQ that, he would be terrifying as a tank who regenerates wounds and gets stronger as he does so. The Incredible Fuegan-Hulk. Good catch on that!


 
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

If you're using FW, you can take a wraithseer to give a 4+ fnp to wraith units. Stick Fuegan in there for the +1 bonus to the fnp roll.

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Made in ca
Furious Raptor






Cthonia

How does a wraithseer give anyone fnp thats not even a runes of battle psychic power, and you guys are acting like your always going to roll and get that replenish a wound talent, you wont, half the time your farseer wont even have fortune.

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Made in au
Screaming Shining Spear





Western Australia

 Frecklesonfire wrote:
How does a wraithseer give anyone fnp thats not even a runes of battle psychic power, and you guys are acting like your always going to roll and get that replenish a wound talent, you wont, half the time your farseer wont even have fortune.


Wraithseer - not spirit seer.

The wraithseer is the Wraithlord/farseer from forgeworld.

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Made in us
Dakka Veteran




Bay Area

 Frecklesonfire wrote:
How does a wraithseer give anyone fnp thats not even a runes of battle psychic power, and you guys are acting like your always going to roll and get that replenish a wound talent, you wont, half the time your farseer wont even have fortune.


WRAITHSEER - a wraith lord seer HQ FROM FORGE WORLD.

Also with 3 rolls it is a much greater chance to get fortune than 50% as you reroll rolls of the same number

   
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Fixture of Dakka





Steelcity

Feel no pain clearly states that while it is NOT a save if you successfully ignore a wound using FNP that wound counts as as having been saved. Very last part of the FNP rule.

Even without that, Fuegan is pretty decent.

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Made in gb
Jovial Plaguebearer of Nurgle




London, UK

Theorius wrote:

Also with 3 rolls it is a much greater chance to get fortune than 50% as you reroll rolls of the same number


It would still be 50% since you will end up with 3 out of 6 powers regardless.
   
Made in gb
World-Weary Pathfinder






Off topic, but:

It would still be 50% since you will end up with 3 out of 6 powers regardless.


Pretty much. Here's some maths I crunched:

Chance of getting one power in particular:

One Seer: 50%
Eldrad: 66.40%
Two Seers: 74.80% (and a 2.7% chance of getting it twice)

As you can see, if you're planning on relying on Fortune, take two seers for the same cost as Eldrad and get an increased chance of getting it, not to mention combined ML6 to boot.

This message was edited 1 time. Last update was at 2013/06/03 12:37:53


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Horrific Howling Banshee




As I see it, it's less than 50% because I'm not keeping two of Executioner, Death Mission, and Mind War to have a 1/4 chance of getting Fortune.

 
   
Made in us
Foolproof Falcon Pilot





The rolls are not entirely disseperate due to the invalid case of the same power being rolled on the same psyker. Therefore you have to treat each roll as a diminishing set of possible outcomes.

the math for eldrad:
1/6+1/5+1/4+1/3=95%
This is the chance of getting one power you want from the list if you chose never to exchange for the primaris. If you chose to exchange it could be from 78% to 86% depending on when you exchange (always better to do it later to get rerolls off early powers)

For Mastery Level 3:
1/6+1/5+1/4=62%

For mastery level 2:
1/6+1/5=37%

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Thank you, Zeph. You have renewed my faith in Dakka's ability to understand Probabilities.

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Made in us
Horrific Howling Banshee




 zephoid wrote:
The rolls are not entirely disseperate due to the invalid case of the same power being rolled on the same psyker. Therefore you have to treat each roll as a diminishing set of possible outcomes.

the math for eldrad:
1/6+1/5+1/4+1/3=95%
This is the chance of getting one power you want from the list if you chose never to exchange for the primaris. If you chose to exchange it could be from 78% to 86% depending on when you exchange (always better to do it later to get rerolls off early powers)

For Mastery Level 3:
1/6+1/5+1/4=62%

For mastery level 2:
1/6+1/5=37%


Except the second chance isn't 1/5. It's (1/5)*(5/6) because it means you failed the first roll. Simplifying to (again) 1/6, and a 1/3 cumulative chance. The third chance would be (1/4)*(4/6) - again simplifying to 1/6, for a 1/2 cumulative chance.

 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

 SlaveToDorkness wrote:
Thank you, Zeph. You have renewed my faith in Dakka's ability to understand Probabilities.


Thats not the correct way to calculate it... If it were then a lvl 5 farseer would have a 145% chance of getting the desired power...

How to caluclate it: You have a 5 in 6 chance to not get it on the first roll, next time you have a 4 in 5 and so on. So for a lvl 3 youd have a
1-5/6*4/5*3/4 = 0.5 chance of gettin the power.

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