Что в чате
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ВарМашина и Ебург |
Saint |
21.6.2011, 22:45
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#1
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Новичок Группа: Пользователи Сообщений: 48 Регистрация: 2.7.2008 Из: Екатеринбург Пользователь №: 1 025 Спасибо сказали: 0 раз(а) Репутация: 0 |
Вопрос такой - есть ли люди в Екатеринбурге, занимающиеся Вармашиной? Хотелось бы купить что нить из этой системы. Да как то в 1 каску увлекаться вармашиной не хочется. Или это тухлый номер и у нас он не прижился?
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Legion |
10.7.2011, 16:02
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#2
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Опытный флудер Группа: Пользователи Сообщений: 1 738 Регистрация: 29.11.2007 Из: Пермь Пользователь №: 659 Спасибо сказали: 343 раз(а) Репутация: 23 |
Любителям Менота и др. Здесь в частности сказано про Хор и Вильмона и их отношению к магическому оружию!
FAQ: Protectorate of Menoth It's come to my attention, that many questions from players that only recently start up on the forums tend to ask the same questions. I'm hoping to have a nice reference section here so that all of the common questions can be answered and clean up some of the threads. I have no intention of cataloging the subjective threads (i.e. "which warcaster is better?" "Which jack should I buy next?"). Edit: I'm also ommiting anything not rules related ><. Please comment on any recurring threads you have seen! Quotes may be taken directly from your post without being cited, but I thank anyone that contributes. General Blessed: 1: If a spell grants cover/concealment (such as a cloud effect), blessed will not ignore it, as it is not the spell giving the Def bonus, but "concealment" granting it. "During your activation" wording 1: Abilities such as Zealots' Greater Destiny, or Temple Flameguards' Iron Zeal must be used before or after moving. If used before moving, you can still run. Spell ward: 1: Even if a unit/model is untargetable by spells, he/she/it can still be affected by them. Examples include AOE spells that also touch a spell-warded model. Casters: Harbinger 1: Her feat works on every Advance an enemy makes. This means it works on normal movement, free advances from spells/effects, side steps, and anything else that says "advance", but does not work on involuntary movement, like being pushed/thrown/slammed. 2: When using Cataclysm, always measure the distance from the Harbinger for working out POW, not from an arc node, if one is used. This is because the spell specifies measuring from "this model" (which means the caster) and not from the point of origin (which is the arc node). Vindictus 1: remember, his feat only works against attacks. Effects that aren't attacks (like Harbingers feat, the Old Witches feat, arc'd lightning, ect.) do not trigger his feat damage. 2: True Path is cast after Vindictus activates, so he cannot gain the benefit of the movement buff. Warjacks: Avatar 1: The Avatar is allowed to use his Gaze, then run because it says "during his activation". Blessing of Vengeance 1: The Shield will only repel enemy models. 2: The shield can only repel models from attacks made by this model on its own activation. Enemy attacks against the model will repel them as well, if the shield is not disabled after the attack. Castigator 1: The combustion special attack cannot be used when charging, as it is not a melee attack, and a melee attack must be made. Reckoner 1: Assault still ignores the "target in melee penalty" even if you did not reach your target with your move. 2: Your activation still ends after the shot is taken if you did not reach the target. Revenger 1: The Shield will only repel enemy models. 2: The shield can only repel models from attacks made by this model on its own activation. Enemy attacks against the model will repel them as well, if the shield is not disabled after the attack. Templar 1: Beatback only works on enemy models 2: Beatback says the enemy model hit is pushed 1'' directly away from you. Then, you can advance 1 inch. Yes, not one inch directly after the model, not even 1 inch in his general direction. This gives you a wealth of angles to jump from one target to the next, to avoid retaliation next turn from a knocked down target and so on. Vanquisher 1: Even if a unit/model is immune to blast damage, they are still affected by special effects, like continuous flame. Units: Choir 1: Each member of the choir can target a different jack. They must all sing the same hymn. Multiple choirs can give out different buffs, but only one hymn can be given to a jack. 2: When using the Hymn of Battle, remember that the +2 is to damage rolls, not to POW. As such, Blast damage rolls have the POW halved as normal then have the +2 bonus added to the roll. For example, a redeemer Skyhammer shot is usually POW12/6(blast), however, with the hymn it becomes POW 14/8(blast). 3: With the Exception of Battle, all of the hymns last until the start of your next turn. Battle will not affect free strikes. The Hymn cannot be overwritten, meaning use Battle, activate the jack, then use one of the protective hymns after. 4: Magical Weapons make magical attacks, meaning that Passage won't protect against them. They're not spells, so Shielding won't work either. Magic attacks and Magical attacks are different terms. Magical refers to any weapon with the icon, a spell, or Magical Ability. Magic attacks are only spells or magic abilities (listed as Magical Ability [X]. See the Vassal, for example). Deliverers 1: The Rocket Volley has a unique method for determining damage, so it doesn't gain the usual CRA bonuses to damage, but it still does receive the CRA bonus to hit. Thus, a full 10 man Rocket Volley can potentially reach an effective RAT of 13. 2: If Visgoth Rhoven gives True Sight to a Deliverer and the Deliverer leads a Rocked Volley against a stealth model, the other models cannot contribute to the effective RAT and damage because they forfeit their attacks per the CRA rules. Flameguard Cleansers 1:The Incinerate order gains all the usual bonuses for being a CRA, including bonuses to both attack and damage rolls. Blast damage rolls also gain the CRA bonus. This means a full 10-man Incinerate order can do POW 16 blast damage to all targets under the template. 2: The Flameguard Cleansers are immune to fire. Feel free to spray into each other in melee, if the model firing is not engaged. You cannot damage your own cleansers and sprays will ignore the "in melee" penalty. Knights Exemplar Errant 1: Exemplar Errants that are hit by blast damage or thresher cannot sacrifice for other Errants hit, as the damage is simultaneous. The same applies to any other simultaneous attack. 2: When granted the Tough special ability for any reason (Rhupert Corvolo, the Piper of Ord, for example), you can use the tough ability BEFORE you choose to self sacrifice. Knights Exemplar Vengers 1: Stopping to make impact attacks is optional. This means that Vengers under the Testament's feat can charge through things. Zealots 1: Zealots can use Greater Destiny, sing a Hymn and still run afterward, but cannot run and then do their actions. Solos: Covenant 1: If used on the Deliverers to make their attacks cause fire, it only affects models DIRECTLY hit by their shots. 2: The covenant can be crit: Consumed. 3: An attack that doesn't roll damage and just inflicts a set number still does the indicated number of points of damage. Errant Seneschal 1: Assault still ignores the "target in melee penalty" even if you did not reach your target with your move. 2: Your activation still ends after the shot is taken if you did not reach the target. High Paladin Dartan Vilmon 1:Magical Weapons make magical attacks, meaning that Impervious Wall won't save him from a magic bullet. Magic attacks and Magical attacks are different terms. Magical refers to any weapon with the icon, a spell, or a Magical Ability. Magic attacks are only spells or magic abilities (listed as "Magical Ability [X]". See the Vassal, for example). Vassal 1: The Vassal may use their Magic Ability on the jack, then the jack can move out of the range and still keep it. 2: Ancilliary attacks from jacks are "out-of-action" attacks and thus, cannot be boosted. They do, however, reap the benefits of the choir's hymns, Eye of Menoth, Synergy, Iron Aggression and other effects that are applied to the model's attacks. Aiming will not give a bonus, though. |
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