Thanks! I think it will be worth it - if a full 3 wounds occur, then there is a 42% chance of saving at least one, even on only a 6+. I'm considering surrounding a Weirdboy by dozens of boys to get the boost to the warp charge, so I'm expecting lots of perils results! However, getting the save from the Painboy and then restoring wounds on the following turn will hopefully make that survivable for a couple of turns.
|