7th Ed. weapons and stupidity Questions

Discussion in 'Rules Help' started by speedygeko, Jan 4, 2010.

  1. speedygeko
    Cold One

    speedygeko New Member

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    Q1 can my saurus hero have a magic weapon & an aditional hand weapon e.g scimitar of the sun resplendant and an extra hand weapon for an amazing 8 attacks

    Q2 do units that have been shot by a stand and shoot charge reaction loose attacks e.g. night goblins charge skinks, skinks stand and shoot kill of 6/20 do the gobos lose any attacks?

    Q3 in the rule book it says that stupid units take a "test" and dosent describe wich type @ 1st i thought it was a leadership test but thats abit harsh on units like trolls who have LD4 if it is a leadership test poor trolls have to do alot of random walking LOL (i know this because i also play orcs but i prefere lizards because of orcs low leadership and and amosity)

    thanks Geko
     
  2. Bibamus
    Bastiladon

    Bibamus New Member

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    A1: you can have a magic weapon and a mundane weapon but you use 1 or the other. so either your saurus has 4 attacks or he has 6. you cannot combine normal and magical weapons. nor can you claim a aprry bonus with a magical weapon and a shield

    A2: when a unit suffers casualties from shooting you remove modles from teh rear rank. while technically the goblins lose 6 attacks they lose them from the rear rank so the front rank get to make all attacks they can. best part of that is that if you kill 5/20 they have to test for panic and maybe they don't charge you

    A3: all pshycology tests are Ld tests, so stupidity is a Ld test. trolls indeed have Ld4, that means its mperative they are ALLWAYS in 12" of your general untill they see combat
     
  3. speedygeko
    Cold One

    speedygeko New Member

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    ok thanks very mutch :smug: :D
     
  4. Wolf
    Kroxigor

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    A1: not completely correct I think, I thought I read somewhere that if you have a magical weapon that you have to use it in CC. Can anyone get a reference for this if they know where to find it?
     
  5. Gripper
    Skink

    Gripper New Member

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    Think you are right not sure where in the BRB it is but Bretts have an exception to this to allow them to use a lance on the 1st round of combat and then a magic weapon in the second.
     
  6. Okopipi
    Saurus

    Okopipi New Member

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    That sounds more like an exception to having to use the same weapon throughout a combat.
     
  7. Bibamus
    Bastiladon

    Bibamus New Member

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    thats a brettonian exception since they don't have many magical weapons better than a lance on the turn they charge, but if they get stuck in CC a hero is allmost as useless as a generic knight without some other weapon.
    like every other cavalry in game really, but they are all cavalry so they have a fail safe mechanism for their heroes
     
  8. strewart
    OldBlood

    strewart Well-Known Member

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    Yeah if you have a magic weapon you have to use it... Its in the BRB in the magic items section. Add the scimitar with the maiming shield on an old blood for the 8 attacks though, put him on a carno and he can have 9 when the carno becomes frenzied since it transfers.
     
  9. speedygeko
    Cold One

    speedygeko New Member

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    does that maen you cant weild a magic weapon and anything alse unless it is magic so if your are using the scimitar you have to have a magical shield to benifit the +1 save from it in close combat?(or +2 as the case my be)

    Geko
     
  10. Wolf
    Kroxigor

    Wolf Member

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    No, if you wield a magical weapon and a normal shield you still get the +1 for having a shield. If you're fighting on foot though you don't get the additional +1 for fighting with Hand Weapon and Shield. (This is why Venom of the Firefly Frog is so good; you get the magical attacks but you get the keep the additional +1 to your save.)

    For example:
    A Scar-Veteran with light armour, shield (mundane) and the Scimitar of the Sun Resplendent gets a 3+ Armour Save.
    A Scar-Veteran with light armour, Maiming Shield and the Burning Blade of Chotec gets a 3+ Armour Save as well.
    A Scar-Veteran with light armour, Maiming Shield and the Venom of the Firefly Frog gets a 2+ Armour Save (Hand Weapon and Shield bonus).
    A Scar-Veteran with light armour, Enchanted Shield and the Venom of the Firefly Frog gets a 1+ Armour Save.

    Note: all builds are on foot, if mounted on a Cold One an additional 2 is 'added' to the armour save, but the Hand Weapon and Shield bonus cannot be counted.
     
  11. speedygeko
    Cold One

    speedygeko New Member

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    what does that have to do with the venom? does that men there is a difference between the armour save for;
    a scar-vet with a magic weapon and shield
    a scar-vet with hand weapon and shield
    a scar-vet with hand weapon, shield and venom of the fire fly

    Geko
     
  12. Wolf
    Kroxigor

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    If you wield a magical weapon then you don't get the additional +1 to your Armour Save for using a mundane hand weapon and a shield. The venom grants you the magical attacks and lets you keep the additional +1 as you're still fighting with a mundane hand weapon.
     

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