1) Chameleon skinks can march and shoot, but at -1, plus another -1 if at long range? 2) Skink crews on a stegadon can they stand and shoot with javelins if the Stegadon is charged? 3) Can skink crews on a Stegadon also fight in hand to hand combat? For example say 4 skink crew attack, then later in the combat the stegadon attacks 4) If all crew are killed how many times does the Stegadon take the riderless test? ONCE or ONCE EVERY TURN? 5) What is the Parry Shield save of a Saurus Warriors? Thats always 6 right? Cause its a ward save
I too am a little confused about armor saves.... Perry Save, Ward Save, are they the same thing or....? Take scar vet as example: 5+ Scaly Skin add light armor to make it 4+ add shield to make it 3+ if it is mounted on a cold one, it becomes 1+ say somebody hit the scar vet and the armor save has failed, since he has a shield and a handweapon, he has a perry save of 6+. But if he has a Talisman of Protection, it gives you 6+ ward save. So this essentially means he has armor save, then perry save, then ward save? (3 separate rolls)
Yes That's why in my other thread in Rules Help with the topic Blowpipes, Javelin, Quick to fire, I came to the conclusion that Skink Skirmisher is best equipped with Javelines for an additional 1 point, plus they get shield which grant them 6+ armor save and 6+ perry save. They can then march and shoot without movement penalty and only with long range penalty. Chameleon Skinks have better BS therefore making the blowpipe more effective, but I kept wondering WHAT IF Chameleon Skinks get Javelines too march and shoot without penalty with their 4BS would be sweet
The Perry save is ward save for infantry (on foot) units that have a hand weapon and shield. Ward saves are a separate save taken after armor save...