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![[Post New]](/s/i/i.gif) 2017/07/17 20:22:52
Subject: Serpent Shield rule clarification.
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Fresh-Faced New User
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Serpent shields question.
"Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. "
Is this total damaged caused for a single weapon. For example a twin Autocannon Heavy-4 D2. If all 4 shots wound and cause 8 damage total, is this reduced to 7?
OR
Is it per wounding hit? So each of the 4 shots that successfully wound are each reduced by 1, so the total wounds would be 4.
Thanks in advance.
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![[Post New]](/s/i/i.gif) 2017/07/17 20:32:12
Subject: Serpent Shield rule clarification.
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Stormin' Stompa
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The second. Each wound does damage individually, they don't pool together.
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Because some people get their knickers in a twist, I'll list these in my sig. Be thankful GW has been very good recently and FAQing/Errataing things a lot faster and that this list gets shorter.
RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy, "minimum" ranges don't work, Seraphim have to re-roll saves that "fail" pre-re-roll, the game simply breaks if you ever have more than one wounded model in a unit, Khârn punches himself in the face if he's not near some meatshields, Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12", Spore Mines have an infinite range, Shroudpsalm technically doesn't do anything, and the game also breaks if a single rule ever tries to do multiple things simultaneously.
"Death is nothing compared to vindication." - Konrad Curze, Primarch of the Night Lords
"I PUNCHED OUT ONE OF HIS HEARTS! WHY DOES NOBODY REMEMBER THAT?!" - Magnus the Red, Primarch of the Thousand Sons
Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities
Stylish CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. |
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![[Post New]](/s/i/i.gif) 2017/07/17 20:37:09
Subject: Serpent Shield rule clarification.
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Fresh-Faced New User
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BaconCatBug wrote:The second. Each wound does damage individually, they don't pool together.
Can you give further clarification on why this is?
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This message was edited 1 time. Last update was at 2017/07/17 20:58:28
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![[Post New]](/s/i/i.gif) 2017/07/17 20:39:54
Subject: Serpent Shield rule clarification.
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Longtime Dakkanaut
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If you fail a save vs the Autocannon you take 2 damage. The Shield then reduces that to 1.
Any other "failed saves" have no effect on the damage done from 1 failed save.
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![[Post New]](/s/i/i.gif) 2017/07/17 20:46:07
Subject: Re:Serpent Shield rule clarification.
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Plaguelord Titan Princeps of Nurgle
Alabama
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You take saves and take damage one wound at a time. This is under Fast Dice Rolling on page 179. So, the wave serpent would get allocated 4 wounds. It would take a single save for the first wound. It would then take 2 damage if it did not save, reduced to 1 for its shield. Then you'd resolve the next wound. Rinse and repeat.
The reason it is getting muddied is because you're lumping all the saves together (which is perfectly fine, if everyone understands the rules).
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This message was edited 2 times. Last update was at 2017/07/17 20:49:49
WH40K
Weeping Legion 2000 pts.
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![[Post New]](/s/i/i.gif) 2017/07/17 20:58:44
Subject: Serpent Shield rule clarification.
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Stormin' Stompa
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Zelcon01 wrote: BaconCatBug wrote:The second. Each wound does damage individually, they don't pool together.
Can you give further clarification on why this is? I'm having a small disagreement over it with someone.
I can't give further clarification because there isn't any to give. The rules in the massive 8 page tome are clear on how the order of dice work for wounding and damage.
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Because some people get their knickers in a twist, I'll list these in my sig. Be thankful GW has been very good recently and FAQing/Errataing things a lot faster and that this list gets shorter.
RaW you cannot advance and then fire assault weapons, you can't shoot pistols if within 1" of an enemy, "minimum" ranges don't work, Seraphim have to re-roll saves that "fail" pre-re-roll, the game simply breaks if you ever have more than one wounded model in a unit, Khârn punches himself in the face if he's not near some meatshields, Librarians on Bikes are locked to the Index power list, Howling Banshees can't declare a charge further than 12", Spore Mines have an infinite range, Shroudpsalm technically doesn't do anything, and the game also breaks if a single rule ever tries to do multiple things simultaneously.
"Death is nothing compared to vindication." - Konrad Curze, Primarch of the Night Lords
"I PUNCHED OUT ONE OF HIS HEARTS! WHY DOES NOBODY REMEMBER THAT?!" - Magnus the Red, Primarch of the Thousand Sons
Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities
Stylish CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. |
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![[Post New]](/s/i/i.gif) 2017/07/17 21:19:12
Subject: Serpent Shield rule clarification.
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Fresh-Faced New User
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I can't give further clarification because there isn't any to give. The rules in the massive 8 page tome are clear on how the order of dice work for wounding and damage.
Okay. Cheers anyway. Automatically Appended Next Post: puma713 wrote:You take saves and take damage one wound at a time. This is under Fast Dice Rolling on page 179. So, the wave serpent would get allocated 4 wounds. It would take a single save for the first wound. It would then take 2 damage if it did not save, reduced to 1 for its shield. Then you'd resolve the next wound. Rinse and repeat.
The reason it is getting muddied is because you're lumping all the saves together (which is perfectly fine, if everyone understands the rules).
This was very useful. Thanks.
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This message was edited 1 time. Last update was at 2017/07/17 21:19:42
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