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Made in ca
Stormin' Stompa






Ottawa, ON

I recently played a game of kill Team that involved a multiple damage weapon against a unit with a FNP rule. for the life of me, I could not figure out how many dice I should have been rolling for flesh wounds.

I'll try my best to describe the scenario.

I was attacking an arco-flagellant with a boss nob armed with a big choppa. The big big choppa is a two damage weapons and the arco-flagellant can ignore wounds on a 6+ (I forget the exact wording, but essentially FNP). Two 2 hits with the big choppa make it through and then things get complicated. The arco-flagellant rolls one 6 for the first 2 damage, and then rolls for the second pair of damages and gets another six.

It looked a bit like like this.

and

How many dice should be rolled for the flesh wounds?

This message was edited 1 time. Last update was at 2020/01/23 22:34:48


Ask yourself: have you rated a gallery image today? 
   
Made in us
Fixture of Dakka





2. It's always the damage of the weapon for injury rolls. Saves, feel no pains, etc have non impact on that.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in gb
Lord of the Fleet






Remember, you don't fast roll saves or anything that comes after.

So you roll the first armour save and fail.

You take 2 damage. You roll for FNP.

You fail one reducing yourself to 1W and pass the other. (if you'd already lost a wound previously or you failed both then you'd go straight to injury roll and discard the remaining hits).

Roll to save second hit, fail. Roll FNP x2, fail 1. You're now at 0W. Any remaining allocated hits on this model are discarded.

Injury roll with two dice because the damage characteristic of the attack was 2.

This message was edited 4 times. Last update was at 2020/01/24 09:47:07


 
   
 
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