Perfect with the exception of weapons that add +1 to
damage rolls. This wouldn't be modified on the 2nd
save would it? Its TSM would be useless but the damage
mod to the results table would remain? That is the
last question. I am dying to play my Heirophant and
want o make sure I am ready to have it charge out
against a Capitol Imperialis loaded with 2 companies
of IG Heavy weapons stands (power gamers!!).
Thanks.
Darius
--- Peter Ramos <primarch_at_...> wrote:
> Hi!
>
> The overall save is modifiable by weapons. Thus it
> can be penetrated by weapons with high save modifer.
> Once this save fails and you determine the location
> as normal and you roll for that locations save. The
> difference however is that this save is
> UNMODIFIABLE. Its a straight up save with the number
> indicated on the location.
>
> Now remember the following:
>
> 1. IF the first save fails you get ONE wound.
> 2. The second save is more of a question wether a
> hit causes more severe damage, thus the second save
> when failed causes even more wounds in excess to the
> first failed save.
>
> So in summary the first save works like most saves
> and causes ONE wound when failed. The second one is
> unique to tyranids and cannot be modified but yields
> nasty damage if failed.
>
> Did that answer it clearly?
>
> Peter
>
> ----- Original Message -----
> From: "darius spano" <dmanspano_at_...>
> To: <netepic_at_yahoogroups.com>
> Sent: Sunday, January 20, 2002 5:32 AM
> Subject: Re: [NetEpic ML] Rules Q: Tyranid Titans
>
>
> > I have a question about the Heirophant and
> Heirodule.
> > They have an overall armor save and a location
> save.
> > How does this owrk? Do they first make a modified
> save
> > on the Overall save and if fail go to the location
> > dice and location and then make a Location save
> (is it
> > modified again by the weapons strength or does the
> > Overall save cover that)? Either way these titans
> can
> > take some serious damage and keep on moving.
> > Darius
> > --- Peter Ramos <primarch_at_...> wrote:
> > > Hi!
> > >
> > > The ruling as I have understood it and used it
> for
> > > all these years is that any given nob needs to
> be
> > > 10cm away from ANY boyz stand in that ork mob to
> get
> > > standard orders. Its sort of like the IG that at
> > > least one model of a detachment needs to be
> within
> > > the platoon leader radius or HQ units radius to
> > > receive orders. The ork command radius of 10cm
> is a
> > > severe limitation to begin with to use it to the
> > > extent that you mention would really cripple
> them.
> > >
> > > Peter
> > >
> > > ----- Original Message -----
> > > From: "gustaviusau"
> > > <justin.hewlett_at_...>
> > > To: <netepic_at_yahoogroups.com>
> > > Sent: Thursday, January 17, 2002 5:37 PM
> > > Subject: [NetEpic ML] Rules Q:
> > >
> > >
> > > > I have always played Epic with the opionion
> that
> > > an Ork Nob... must be within 10cm of ALL boys
> stands
> > > in a detachment for them to
> > > > recieve orders correctly, and any out of
> range...
> > > say 1 or 2 stands out of a detachment then act
> as
> > > per the 'orc command rule'...
> > > >
> > > > But after thinking about I think I may been
> been
> > > playing the rule wrong...
> > > >
> > > > **** Does a detachment of 20 orc boys receive
> > > orders as a whole if only 3 or 4 of the models
> are
> > > within 10 cm of a Nob? ****
> > > >
> > > > please clarify
> > > > happy birthday netepic..
> > > >
> > > > gus
> > > >
> > > >
> > > >
> > > >
> > > > To unsubscribe send e-mail to:
> > > netepic-unsubscribe_at_egroups.com
> > > >
> > > > Your use of Yahoo! Groups is subject to
> > > http://docs.yahoo.com/info/terms/
> > > >
> > > >
> > >
> > >
> >
> >
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Received on Wed Jan 23 2002 - 13:00:21 UTC