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Made in us
Wraith





Wehrkind wrote:
Wow, I had thought you could dump damage from your warlock off onto a warbeast then reave from it if it died in the process. That changes things in my head quite a bit.
Thanks for clearing that up for me!


IIRC, in Mk1 you could.
   
Made in us
Druid Warder




SLC UT

AgeOfEgos wrote:Hey Blaque,

Thanks for the answers (in both my and others posts). Much appreciated!

Sorry for the delay on this, but yer welcome. I'm always glad to put imput where i can on these sorta thingies.

As a summary on fury, said in these posts to remember:

Discarding and Leaching Fury
A warlock only can do this during his or her activation. This means that while leaching, if already have fury on your warlock, it will count against what they can get off of theri warbeasts.

Reaving
You only get the fury currently on the warbeast when you reave. Not its FURY stat. Note that in WM/H, the all-caps version is the stat on the model's card, while the normal cased one is the points the model spends or has.

Also, you cannot reave from beasts killed by transfers or the attacks of friendly models. Continuous effects, like fire, death-causing side effects of attacks and Electroleap,f east, all that, will give you fury.

This being said, the warbeast must be destroyed. Effects that remove the model from the table or play before they reach the Destroyed step of damage resolution prevent reaving.

Hope, again, this helps any.

And stuff.

This message was edited 2 times. Last update was at 2011/07/26 01:25:37


 
   
Made in us
Fixture of Dakka






Lancaster PA

Oh wow, so if a Wold Watcher smacks the last bit of damage off an enemy warbeast, that warbeast's controller can't reave due to the Fertilizer ability?

Is it a general rule of thumb that if a model's going away doesn't generate a soul or corpse token (since the tips often clarify that) that they can't be reaved off of either?


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Druid Warder




SLC UT

That is precisely right. Be careful around those things. THat being said, in my own experience, Woldwatchers don't have a good track record of killing a lot.

And stuff.
   
Made in us
Fixture of Dakka






Lancaster PA

Hehe good point! I hadn't realized that was a side effect of it though, and a fair few Circle units seem to have a similar trick. I will have to keep that in mind!

Thanks again man!


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Druid Warder




SLC UT

It does come up. I have done it with Mohsar and Bloodweavers on a couple occasions, but the Circle options in this department are such that I wouldn't bet on them often. Be more afraid of warlocks with Carnivore and Snacking dire trolls.

And stuff.
   
Made in us
Wraith





Don't forget the mighty Shredder.
   
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[DCM]
GW Public Relations Manager (Privateer Press Mole)







Rise from the ashes of the dead my mighty thread and tread this board once more!




So today we managed to confuse ourselves over movement, normal movement, charges, capital gains tax, etc. To make sure we are on the right track;


Normal movement includes any movement you conduct during your activation
Doubling your speed characteristic affects any speed based movement the model might make (be it during normal activation or not!)

Bonuses to movement act as as an addition to the movement--not an exponential modifier. So if something states "Gets +2 movement"---if that model were to run it would move at 2X Spd + 2 inches. If it were to charge, it would charge at Speed + 2 + 3
Bonuses to speed act as an exponential modifier to the base characteristics. So if something states "Gets +2 Speed"--if that model were to run it would move at: (Speed + 2) X 2. However just like a bonus to movement, if it were to charge, it would charge at Speed + 2 + 3


If an ability or spell allows you to make an additional move after your normal move activation, only bonuses to speed would apply (Provided they lasted the turn/round)
If an ability or spell allows you to make an additional move after your normal activation, bonuses to movement would not apply



Right?

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[MOD]
Madrak Ironhide







Going to lock this.

Please post rules questions individually. (Easier to see them on the forum that way.)

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