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		<title><![CDATA[Latest posts for the thread "[YMDC] Noob questions."]]></title>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Are theme armies some kind of optional rule, or do they always apply if you meet the qualifications?<br /> <br /> Can character units gain attachments (IE, can the Black 13th unit get a Gun Mage captain adept?)]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2011 23:16:38]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ 1)  Theme lists are optional, although if you meet their requirements there's no good reason not to use the bonuses, really.<br /> <br /> 2)  Character units can technically gain attachments, but there are no attachments for them released as of yet (barring merc units and the new Ranking Officers).  Also, the <span class="glossaryitem" onmouseover='gp(208);'>GMCA</span> is not a <span class="glossaryitem" onmouseover='gp(192);'>UA</span>.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2011 23:18:35]]> GMT</pubDate>
				<author><![CDATA[ Laughing Man]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Oh, its the officer that's the attachment, whoops.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2011 23:23:31]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ To elaborate:  Attachments will only work with the unit specified in their rules.  For instance, the Gun Mage Officer can only be attached to Arcane Tempest Gun Mages, not the Black 13th or any other gun mage unit that eventually is released; and the Winter Guard Officer and Standard can only be attached to Winterguard Infantry, not the Winterguard Rifle Corps.]]></description>
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				<pubDate><![CDATA[Thu, 10 Mar 2011 23:37:31]]> GMT</pubDate>
				<author><![CDATA[ Laughing Man]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ When an ability specifies hitting a unit, does the attack need to beat the <span class="glossaryitem" onmouseover='gp(399);'>ARM</span> value with the the POW roll, or just the <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> value with the (M|R)<span class="glossaryitem" onmouseover='gp(482);'>AT</span> roll?]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 01:18:10]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Hit is hit, if you equal or beat their <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> you got it.  If it specifies damage, that's when you have to break the <span class="glossaryitem" onmouseover='gp(399);'>ARM</span> for something to work.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 01:49:15]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ The Jack Marshall entries mention both a limit to the number of Warjacks the marshal can control, and a control range, what are those values?]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 04:14:38]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Jack Marshalls are limited to controlling 2 'jacks.  They also don't have a control range, but rather use their <span class="glossaryitem" onmouseover='gp(184);'>CMD</span> range instead.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 04:32:48]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ What does two ranged weapons do, extra attack?<br /> <br /> Thanks for helping me figure this stuff out <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 05:43:30]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ When you make initial attacks, you get to make one attack for every attack<br /> of the type of attack you are making. If you have three melee attacks on <br /> the card, you get to make three melee attacks. If you have three ranged <br /> attacks on the card, you get to make three ranged attacks.<br /> <br /> If you have melee and ranged attacks, you can only choose one type of<br /> attack to make, melee or ranged. <br /> <br /> The only rule limiting this from I recall is Cumbersome. If a ranged attack<br /> is Cumbersome you can't use that ranged attack on the same turn as any<br /> other ranged attack.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 06:02:36]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Also if the ranged weapon has an <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> greater than 1 you only get 1 attack unless you pay the focus for the other attacks.  The extra attacks are not free.  I say this because I played a person the other week who thought all they got to fire all of the shots from a weapon for free from an <span class="glossaryitem" onmouseover='gp(381);'>RoF</span> 3 weapon.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 11:49:05]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Hmm, so could a gunfighter attack with both the ranged and the melee weapon?]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 14:45:20]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ No you would need another special rule to use both (Virtuoso usually, but Typhon has something else that lets him do it).  Quick Work also kinda lets you do both, but only if you get a melee kill.<br /> <br /> Right off hand the models that can make ranged and melee freely in an activation:<br /> <br /> Ashlynn<br /> Ravyn<br /> Typhon<br /> Dawnguard Destor Thane<br /> Holt<br /> <br /> Probably some more, but that's all I can think of right now.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 14:52:31]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Add Another model for Virtuoso<br /> Torch]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 15:38:41]]> GMT</pubDate>
				<author><![CDATA[ Retrias]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Lord of the Feast count?]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 22:01:48]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Would a trencher get both ranged and melee with an assault order, or is the purpose of that rule just to deny the enemy the charge?<br /> <br /> How exactly do combined attacks work with a moving unit?  IE, can you move the whole unit forward then do a combined attack?]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2011 23:14:50]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Some models (trenchers, assault kommandos, reckoner warjack) have an assault or assault like ability, that allows them to fire their ranged weapon and use their melee weapons as part of a charge, but only as part of a charge.<br /> <br /> Combined attacks work the same as making a normal attack. They are made in place of making the model's normal attack. You can move the squad into optimum range prior to making the <span class="glossaryitem" onmouseover='gp(185);'>CRA</span> to ensure as many as possible can contribute, then make a single (or a few) massive attacks. It is an excellent ability, especially for warjacks and warcasters since the attack seldom misses and hits very hard.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So yes, you can move the entire unit and then make the combined attack, just like you can move the entire squad and make normal attacks.]]></description>
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				<pubDate><![CDATA[Sat, 12 Mar 2011 02:24:53]]> GMT</pubDate>
				<author><![CDATA[ KingKodo]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ What exactly is a 'warrior model'?  Something that isn't a warjack/beast?]]></description>
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				<pubDate><![CDATA[Mon, 14 Mar 2011 13:43:16]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Warcasters, troopers and, solos.  Page 31 of the Warmachine rulebook.]]></description>
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				<pubDate><![CDATA[Mon, 14 Mar 2011 14:36:37]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ What's a 'hull damage box'?]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 01:38:36]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Generally speaking, the empty damage grid on the Warjack's stat card. So, the ones without letters in 'em.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 01:52:52]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ when you focus boost an AOE attack on the damage roll, does the extra <span class="glossaryitem" onmouseover='gp(24);'>d6</span> apply just to the model directly hit, or to all models hit?]]></description>
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				<pubDate><![CDATA[Sun, 20 Mar 2011 18:35:34]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Whichever you want, but it's still a focus per boosted damage roll.]]></description>
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				<pubDate><![CDATA[Sun, 20 Mar 2011 19:29:39]]> GMT</pubDate>
				<author><![CDATA[ Mastershake]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Or, to elaborate on 'Shake's explanation, if you hit 3 models with a single 5" AOE, you would need to spend 1 focus to boost the damage on the first. Then, when you roll damage on the second, and want to boost it, you pay an additional focus, and so on for the third. In <span class="glossaryitem" onmouseover='gp(197);'>WM</span>, every single model is treated with a separate damage roll, whether hit with a bullet, bomb, or spray. I recommend boosting models hit by the blast damage, if you have the focus to spend. ]]></description>
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				<pubDate><![CDATA[Sun, 20 Mar 2011 19:45:03]]> GMT</pubDate>
				<author><![CDATA[ CATACLYSMUS]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ When a model has bonus <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, is the bonus <span class="glossaryitem" onmouseover='gp(191);'>spd</span> doubled when running?<br /> <br /> I know normally the game applies multiplication effects before applying additive effects, but in this case it says 'twice the models current <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>'<br /> <br /> If a model has both a penalty and bonus to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, and they cancel out, can the model charge?  IE, +2 <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> from the controlling 'caster, and -2 speed from the enemy caster.]]></description>
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				<pubDate><![CDATA[Tue, 22 Mar 2011 18:55:28]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ If you have any penalty to speed you can not charge (p46 2nd sentence under Charge).]]></description>
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				<pubDate><![CDATA[Tue, 22 Mar 2011 22:58:25]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Specifically, any penalties to the <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> stat. Difficult terrain, while penalizing movement, does not negate the charge ability.<br /> <br /> Here is as good a place as any to put this in:<br /> Unlike other <span class="glossaryitem" onmouseover='gp(550);'>TTS</span> games, Privateer Press is very specific when stating a rule. VERY specific. (I think that is why the mechanic is so stable.) The problem caused by this is that the learning curve at the beginning can be kind of steep. However, once you play some games, and become more comfortable with the concepts, it really makes it easier to play. There are relatively few grey areas in the rules like you might find in other games. The most important things to remember, aside from the basic gaming concepts, is that "CAN" or "MUST" is usually superceded by "CANNOT". Also, card rules usually trump book rules. If you read the rulebook with these concepts in mind, hopefully things will become clearer. <br />  ]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 13:25:48]]> GMT</pubDate>
				<author><![CDATA[ CATACLYSMUS]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Let me rephrase the question, does it count as having a penalty if your current <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> is equal to or greater than your base <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, simply because there is a negative modifier involved?]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 15:44:46]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ A penalty to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> is usually worded along the lines of "-2 to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>"<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Requia wrote:</cite>When a model has bonus <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, is the bonus <span class="glossaryitem" onmouseover='gp(191);'>spd</span> doubled when running?<br /> <br /> I know normally the game applies multiplication effects before applying additive effects, but in this case it says 'twice the models current <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>'<br /> <br /> If a model has both a penalty and bonus to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, and they cancel out, can the model charge?  IE, +2 <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> from the controlling 'caster, and -2 speed from the enemy caster.</div></blockquote><br /> <br /> Bonus <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> is doubled because it's talking about <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> and not movement. If a rule<br /> affects movement, then you double <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> and add the bonus. If the rule affects<br /> <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, you add the bonus then double the <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>. Think of it like this.<br /> <br /> Running = 2*<span class="glossaryitem" onmouseover='gp(191);'>SPD</span><br /> <br /> Bonus to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> = Bonus+<span class="glossaryitem" onmouseover='gp(191);'>SPD</span><br /> Running with Bonus to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> = 2* (Bonus+<span class="glossaryitem" onmouseover='gp(191);'>SPD</span>)<br /> <br /> Running with Bonus to Movement = Bonus + 2*<span class="glossaryitem" onmouseover='gp(191);'>SPD</span><br /> <br /> In your second example, there is still a penalty involved. They do not cancel.  <br /> A <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>  6 model with +2 <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> should be able to advance 8". If it also has a penalty, <br /> then it can only advance 6". The model cannot charge.]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 15:53:49]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Yes, the penalty counts even if through some other means you raise your speed back up to or over your written speed.  Please see my citation above regarding this issue.]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 16:11:18]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Your citation just says that if there's a penalty you can't charge, it doesn't define penalty, thus the confusion.]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 18:56:42]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ So, in essence, you need to know what a penalty is in Warmachine?   <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">  <br /> In this case anything that would reduce your movement in and of itself is a penalty.  If the <u>only</u> thing that is slowing you down is rough terrain then you can charge.  If there is anything in the equation that reduces any aspect of your moving other than rough terrain then you can not charge.]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 19:13:46]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Or to be even more specific: Anything that directly penalizes the <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> stat. Things that effect MOVEMENT aren't necessarily in this category. The difference is when you talk about '<span class="glossaryitem" onmouseover='gp(191);'>SPD</span>' the stat, vs. 'MOVEMENT', the action. Any penalties to <span class="glossaryitem" onmouseover='gp(191);'>SPD</span> cancel the charge action.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 24 Mar 2011 12:36:31]]> GMT</pubDate>
				<author><![CDATA[ CATACLYSMUS]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ But also another part of the question was if it is a plus to your <span class="glossaryitem" onmouseover='gp(191);'>SPD</span>, like +2 <span class="glossaryitem" onmouseover='gp(191);'>spd</span>, then yes, it is doubled when you run, leading to an extra 4" of movement. It can also be added for +2 to a charge.<br /> <br /> Most say +2 movement, which does not get doubled if you run, it just gets added at the end for a +2 no matter what kind of movement you make.]]></description>
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				<pubDate><![CDATA[Thu, 31 Mar 2011 05:37:05]]> GMT</pubDate>
				<author><![CDATA[ INFBlue13]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ What are soul tokens?  I see some things that have an ability that says they don't create soul tokens, and I gather that things normally create a couple different tokens, but am I missing some basic aspect of the game or do these just come into play alongside abilities I haven't seen yet?]]></description>
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				<pubDate><![CDATA[Fri, 1 Apr 2011 17:24:34]]> GMT</pubDate>
				<author><![CDATA[ Requia]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ Soul tokens are given up when living models die.<br /> <br /> They only come into play if a model or unit has an ability that uses<br /> or affects soul tokens is on the table. ]]></description>
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				<pubDate><![CDATA[Fri, 1 Apr 2011 17:40:09]]> GMT</pubDate>
				<author><![CDATA[ malfred]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ The citation or ability of which you speak is what they put on nonliving models, like constructs, so that you know neither you nor your opponenet can gather a soul token if that thing (solo, member of unit, whatever caed has that phrase) is boxed!(killed) It is also on some spells or effects, to let you know the same thing, that a model killed by that spell or effect cannot generate a soul token.]]></description>
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				<pubDate><![CDATA[Fri, 1 Apr 2011 19:56:08]]> GMT</pubDate>
				<author><![CDATA[ INFBlue13]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ <blockquote><div><cite>Requia wrote:</cite>What exactly is a 'warrior model'?  Something that isn't a warjack/beast?</div></blockquote><br /> Just to kind of add to this, there is a bit of a list of things out there that aren't warriors.<br /> <br /> The rule of thumb is that a model is always a warrior model unless it is:<br /> - A warbeast<br /> - A warlock<br /> - A battle engine<br /> - Karchev<br /> - the Commadore<br /> - the Spawning Vessel<br /> <br /> Absolutley everything else in the game is a warrior currently, I believe.<br /> <br /> <blockquote><div><cite>INFBlue13 wrote:</cite>The citation or ability of which you speak is what they put on nonliving models, like constructs, so that you know neither you nor your opponenet can gather a soul token if that thing (solo, member of unit, whatever caed has that phrase) is boxed!(killed) It is also on some spells or effects, to let you know the same thing, that a model killed by that spell or effect cannot generate a soul token.</div></blockquote><br /> I think the rule the poster is thinking of is Soulless, as there are models that don't have souls.  And there are also a few that deny soul collection, such as the Omegus.<br /> <br /> And stuff.]]></description>
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				<pubDate><![CDATA[Sun, 22 May 2011 22:27:59]]> GMT</pubDate>
				<author><![CDATA[ Blaque]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ <blockquote><div><cite>Blaque wrote:</cite><blockquote><div><cite>Requia wrote:</cite>What exactly is a 'warrior model'?  Something that isn't a warjack/beast?</div></blockquote><br /> Just to kind of add to this, there is a bit of a list of things out there that aren't warriors.<br /> <br /> The rule of thumb is that a model is always a warrior model unless it is:<br /> - A warbeast<br /> - <b>A warlock</b><br /> - A battle engine<br /> - Karchev<br /> - the Commadore<br /> - the Spawning Vessel<br /> <br /> Absolutley everything else in the game is a warrior currently, I believe.</div></blockquote><br /> Warlocks are warrior models. I think you mean "war<b>jack</b>".]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 06:35:22]]> GMT</pubDate>
				<author><![CDATA[ Grahg the Elfmuncher]]></author>
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				<title>Re:[YMDC] Noob questions.</title>
				<description><![CDATA[ Prime Mk II p. 31 defines what a warrior model is in the first paragraph.]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 11:11:50]]> GMT</pubDate>
				<author><![CDATA[ Leo_the_Rat]]></author>
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				<title>[YMDC] Noob questions.</title>
				<description><![CDATA[ <blockquote><div><cite>Grahg the Elfmuncher wrote:</cite><blockquote><div><cite>Blaque wrote:</cite><blockquote><div><cite>Requia wrote:</cite>What exactly is a 'warrior model'?  Something that isn't a warjack/beast?</div></blockquote><br /> Just to kind of add to this, there is a bit of a list of things out there that aren't warriors.<br /> <br /> The rule of thumb is that a model is always a warrior model unless it is:<br /> - A warbeast<br /> - <b>A warlock</b><br /> - A battle engine<br /> - Karchev<br /> - the Commadore<br /> - the Spawning Vessel<br /> <br /> Absolutley everything else in the game is a warrior currently, I believe.</div></blockquote><br /> Warlocks are warrior models. I think you mean "war<b>jack</b>".</div></blockquote><br /> You would be correct.  My bad.]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 16:25:16]]> GMT</pubDate>
				<author><![CDATA[ Blaque]]></author>
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