Looking at 4 hits. 4+ on
2d6 to cause a pen. Any of those roll a 6 (likely) - explodes result which is an average of 2 more
hps.
Yeh there is a reasonable chance that it won't pay off, but if you knock off a couple of
hps first aince you are not in a vacuum then it'll almost certainly go down.
As to the dreadclaw, its av12 all round with a 4+ jink, ignoring stunned and shaken, so not too easy to down.
Automatically Appended Next Post: endlesswaltz123 wrote:Yeah, because the knight is going to stay close to that dread claw that just dropped in a dread that has the sole intention of destroying it. It will move it's full 12" away and proceed to ignore the dread for the rest of the battle.
That's a good point. Makes it more difficult. T1
DS, turbo-boost 18" next to knight. Next turn 6"move, 6" disembark and charge means it'd have to move more than 12" away.