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I had a few quick questions regarding the Forgeworld Rules for both Sevrin Loth and Carab Culln
Regarding Sevrin Loth, how does one go about resolving his armor? You don't generate warp charges at the start of the turn anymore. Would it mean to remove one of his automatically generated Mastery Level dice from your power pool later on, or what?
Also, Carab Culln's sword has the Smash special rule. I was given to understand that Smash automatically made you AP2, and granted you the ability to make a half-attack, double-strength attack as well. Wouldn't he throw all his attacks at AP2?
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