Battlegrinder wrote:134. So once a unit has spent a turn using Divert All Power, it's completely immobile on all subsequent turns until it fires?
134. Sure it can move, but it loses Divert All Power and has to start over.
Moderators: IVhorseman, Pwnerade
Battlegrinder wrote:134. So once a unit has spent a turn using Divert All Power, it's completely immobile on all subsequent turns until it fires?
Natalya wrote:Wtf is going on in this thread?
stubby wrote:Battlegrinder wrote:134. So once a unit has spent a turn using Divert All Power, it's completely immobile on all subsequent turns until it fires?
134. Sure it can move, but it loses Divert All Power and has to start over.
Warhead wrote:my head burns with War.
IVhorseman wrote:Any unit with an open action can attempt to shoot down a rocket as a response action, although since a rocket is moving quickly and is usually quite small, it's a difficult shot. A half-mind slaved to a gun meets this prerequisite.
Battlegrinder wrote:136. If the anti-missile system is mounted on the missiles target, would the penalty for targeting fast moving objects be negated like it is for minifigs with the charging rules?
Gungnir wrote:137. If I stat a grappling arm as a launcher, could I throw my opponent's units into each other? And if so, how much damage would the unwilling payload take?
Warhead wrote:my head burns with War.
Warhead wrote:my head burns with War.
IVhorseman wrote:Hey I have a stupid n00b question:
What happens when I've got a squad full of heavily armored dudes? If I have 4 guys in heavy armor, does that mean that the whole squad of 10 gets to ignore 4 dice worth of damage? I can tell that static damage of +1s from all the rifles would add up to the point where an armored guy would die (and if you chose to include armor resistance in the damage roll then you'd be forced to target an armored dude), but it feels like there's something super broken that I'm forgetting about that could be abused.
Natalya wrote:Wtf is going on in this thread?
Warhead wrote:my head burns with War.
stubby wrote: Now if you're talking about some type of damage that affects the whole squad at once, like an explosion, then the full explosion damage hits each squaddie in its radius. The ones wearing armor take that amount of damage minus one die.
Natalya wrote:Wtf is going on in this thread?
Vason wrote:152: Similar question, with Overkill: say I fire my size 3 gun at a line of minifigs, the first one unshielded, the second one shielded, the rest behind unshielded, and roll 6, 5, 4, 4(bonus). The total is 19, which kills the first, but how do I handle the second? Remove the highest die from the roll, subtract 5 due to the first minifig, giving a total of 8? Remove the lowest, subtract 5, get 10, and kill the one behind it as well?
How does one choose which die to remove from the explosion damage pool? Choose the highest die and remove it? Lowest? Reroll the damage total, less one die?
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Lord Mercat wrote:From what I've always understood, you would reroll the damage total, minus one die (usually I roll damage separately for each unit anyway, unless its a huge battle). If you roll the die first, even it it were to get removed, you then run into the problem of which die to remove- not to mention, what if you rolled a critical? That adds an extra die that may not even have been there at all had you just removed the die to start with. So if its a size one explosion, armored guys take no damage.
Natalya wrote:Wtf is going on in this thread?
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