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Mack_attack
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PostSubject: Poison...   Sun Jul 25, 2010 3:45 am

To start i don't like the special ability, a lot so, i have a negative bias view point on it. (It might just be me crying about it!)

So to start is thee any rule yet that restricts poison from undead, chariots, and just in general objects such as trees and cannons?

Can it be used if you have to hit on a 6?

Does every skink have it no points added?

Shooting question in general:
Does it have to be randomly distributed to a chariot or monster type model?

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Crobar
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PostSubject: Re: Poison...   Sun Jul 25, 2010 10:46 pm

I believe poison still works if you have to roll 6's, but not if you need a 7. If poison is written in the units profile, then all members of that unit has poison. There are ways around the rule.
My Dark Elf Assassin has poison attacks. If I take killing blow, I don't want them. In this case, I equip a venom which negates poison.
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kainthedragoonx
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PostSubject: Re: Poison...   Mon Jul 26, 2010 10:08 am



Crobar is correct on the questions.

Monsters and Chariots have a static profile (alone) so there is no need to randomize. The only time you randomize shooting is if you have a character in the chariot or riding the monster. If that is the case, then you randomize as stated in the rulebook.
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Mack_attack
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PostSubject: Re: Poison...   Mon Jul 26, 2010 11:28 am

So, correct me if i'm wrong, but poison got a lot better then, right? I just think it might be a little powerful when a doom wheel and warp lightning cannon can die in one turn for a group of skinks..... It just knocks out all the enthusiasm out of you and it feels bad when you know that there is a cheap model that can kill really expensive ones in one turn out there.
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kainthedragoonx
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PostSubject: Re: Poison...   Mon Jul 26, 2010 1:31 pm

poison didn't really change all that much from last edition. It's the throwing weapons that got a lot better clown


Don't forget you still get your armor saves.
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