Okay gang just want a know a few small things. Questions Does the Life Spell Regrowth work on Salamander Hunting Party/Stegadon Crew? Bringing back handlers and riders? Salamander Fire: What does Overshoot the target mean? Like it completely misses if it goes way past them? I was under the impression that it ripped right threw in a straight line. Ancient Stegadon: Do they get penalties for Moving and Shooting the Giant Blowpipes. Same thing for stand and shoot? I figure they do but just clarifying. Just a sense thing seeing how the Skinks are just going along for the ride. Fluff Question: Whats a natural Skink life span? I know Saurus don't really die of old age, but Tetto'ekko is just a century old and it says he is Ancient for a Skink. Mostly just curious if Tehenhauin is alive in the current timeline. Seeing how his events happened a long time ago, or maybe he gets some Special Life Mojo from Sotek. That's about it. Thanks all.
Questions Does the Life Spell Regrowth work on Salamander Hunting Party/Stegadon Crew? Bringing back handlers and riders? I BELIEVE SO, BUT KEEP IN MIND THE STEG/SALAMANDER GET HEALED FIRST. Salamander Fire: What does Overshoot the target mean? Like it completely misses if it goes way past them? I was under the impression that it ripped right threw in a straight line. THINK OF IT MORE AS AN ARCHING SHOT OF NAPALM. Ancient Stegadon: Do they get penalties for Moving and Shooting the Giant Blowpipes. Same thing for stand and shoot? I figure they do but just clarifying. Just a sense thing seeing how the Skinks are just going along for the ride. NO PENALTIES, EXCEPT I BELIEVE THE GIANT BOW CANT SHOOT IF YOU MARCHED. Fluff Question: Whats a natural Skink life span? I know Saurus don't really die of old age, but Tetto'ekko is just a century old and it says he is Ancient for a Skink. Mostly just curious if Tehenhauin is alive in the current timeline. Seeing how his events happened a long time ago, or maybe he gets some Special Life Mojo from Sotek. SKINKS LIVE AROUND 60 YEARS OR SO ON AVERAGE.
Ah thanks much n810. Interesting about the Stegadon, yes the Giant Bow has Slow to Fire so I know you can't stand and shoot with that. But Interesting about the No Penalties on the Giant Blowpipes. Even with standing and shooting eh? As for the Salamander I figured as much. We are all pretty new, but good to know. =P Regrowth works on Handlers? Very cool. Also I will note about the healing the Primary Monster thing first. Thanks alot. I'll check back later.
I've been playing that you DO take a penalty for move and shoot and S&S with the Steg. I've found nothing in our rulebook or FAQ that says they are exempt. If anyone is aware of such a rule, please post a page number.
I agree with BostonKaiser - howda weapons do take normal penalties for moving and Stand-and-Shoot. However, the Giant Blowpipe does NOT take a multi-shot penalty. Its multiple shots are a special rule of the weapon; it does not have the "Multiple SHot" special rule. I have a somewhat related question on Stand-and-shoot. If the charger is too close for the howda weapon to Stand-and-shoot, can the 2 skinks manning the bow/blowpipes pick up javelins and make a stand-and-shoot reaction, or are we limited to the 3 other crew members' javelins?
Good question. The way I see it is that the skinks should be able to use their own blowpipes because those skinks do not have the giant blowpipes equipped, the steg does as it is mounted. On top of that, just as archers can stand and shoot then drop their weapon for CC.. I don't see why the skinks cannot switch weapons either on a charge reaction. When you look at a normal seige weapon like a bolt thrower, the crew are just wound markers and do not have a separate stats. However, unlike seige weapons, IIRC the Steg is treated like a monstrous cavalry in that the mount and the riders have a different non-shared stat line. That would also mean that they can do separate things.. like stand and shoot if different options were available. - Lord Cedric