SamaNagol Posted February 26, 2011 Share Posted February 26, 2011 Along with the guaranteed Furious Charge and Fleet meaning a ridiculous threat range with I5 when they do get in. Link to comment Share on other sites More sharing options...
Korloth Darkwolf Posted February 26, 2011 Share Posted February 26, 2011 My DC dreads always roll with Talons. When the majority of the units you face comprise of boyz, gaunts, guard, guardians or firewarriors is just seems rude not to. Link to comment Share on other sites More sharing options...
Brother Chris Posted February 26, 2011 Share Posted February 26, 2011 Blood fists have the additional strength enhancing technology found in e.g. Power fists. Equipped with them the Dread augments the strength of its close combat attacks. Without them (it has blood talons, or a force weapon) it reverts to its own (superhuman) strength. This is exactly the same as happens with ordinary space marines so I don't see it as confusing. What is confusing, in general, is flicking between universal rules and specific rules. In the old pdf I cut and pasted into one handy display book. This is one of those cases where you just need the lightning claw rules in the same place. Link to comment Share on other sites More sharing options...
Taz Posted February 26, 2011 Share Posted February 26, 2011 I do have one thing I'm curious about now. A lightning claw allows you to reroll a failed to wound, so does a pair allow you two rerolls or just the one? Link to comment Share on other sites More sharing options...
JamesI Posted February 26, 2011 Share Posted February 26, 2011 I do have one thing I'm curious about now. A lightning claw allows you to reroll a failed to wound, so does a pair allow you two rerolls or just the one? just 1. The pair is only useful for the second attack. Link to comment Share on other sites More sharing options...
Brother Nathan Posted February 26, 2011 Share Posted February 26, 2011 a lightening claw allows you to reroll all failed wounds.... a pair grants you a second attack. which coupled with the fact you geet an extra attack for each succesful wound...=nice... Link to comment Share on other sites More sharing options...
Taz Posted February 26, 2011 Share Posted February 26, 2011 I double checked and the language in the rulebook is a bit muggy on this. In the entry it says that it allows the bearer to re-roll any failed roll to wound. Whether that means any single die or any and all dice is a little ambiguous. Is there a faq somewhere on this? Link to comment Share on other sites More sharing options...
Brother Nathan Posted February 26, 2011 Share Posted February 26, 2011 weve always played all. otherwise all assaulttermy attacks would haveto be rolled seperately like the sanguard... Link to comment Share on other sites More sharing options...
SamaNagol Posted February 26, 2011 Share Posted February 26, 2011 You can only ever re-roll something once. This law is final and absolute. Link to comment Share on other sites More sharing options...
JamesI Posted February 26, 2011 Share Posted February 26, 2011 You can only ever re-roll something once. This law is final and absolute. This. Each failed wound may be rerolled, but if it fails again the pair does not allow a second reroll. Link to comment Share on other sites More sharing options...
Brother Nathan Posted February 26, 2011 Share Posted February 26, 2011 well in 40k anywat so far. there was one exception in fantasy with 2 conflicting weapons though they may have been removed... Link to comment Share on other sites More sharing options...
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