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8th Ed. Stegadon and howdah crew help

UMMM.... o_O

Stand and shoot happens when you get charged...
Terror check happens when YOU charge...
 
n810 said:
UMMM.... o_O

Stand and shoot happens when you get charged...
Terror check happens when YOU charge...

I must have been playing with some old rules because a person told me that someone that charges a monster with terror must take a terror test and if it fails the unit can't move that turn
 
I'm pretty sure that if you charge something with terror, the charger must take terror test.....
 
but the steg itself is immune since it also causes terror.
 
No..... You would have to take a fear test in combat,
But terror only works when the thing causing terror charges
 
n810 said:
but the steg itself is immune since it also causes terror.

Yes that is true and its immune to psychology which also take away the terror. But I was thinking of those who arent immune or have terror or fear. When you get charged by them that they need to take a terror test or else stand still but this must be and old rule that a person told to me
 
Yea it was a 7th edition rule.
 
Carnosaur Nr1 said:
rantapanda said:
ohhbboy the giant blowpipes stink x.x

still better then the giant crossbow?

well i guess it depends what u are trying to do with it. after moving, and in long range, ud just need sixes with the shots to do anything. i guess its ok against anything that we normally shoot poison at.

giant crossbow targets different units. stuff with high armour and multiple wounds i guess.

no wait.. forgot that the multiple shot also give u -1 to hit... yes.. giant bow for me please
 
4d6 shots is good if you are chasing non skirmishers. Move within 9" and unload a lot of poison. (I have missed entirely with no 6's on 15 shots before. Sigh.) If they charge, 4d6 shots hitting on 6's. I love using it on sword masters, light cav, chaff. Giant bow? Only if I use Hand of Glory first.
 
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