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Company veterans bodyguard rule and FNP rules.


STTAB

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Think I know the answer but.

 

So, let's say iron hands with the 6+FNP chapter tactic.

 

If the Captain takes a wound and is near company vets does the captain get to do his FNP and if he fails then he can pass the mortal wound onto the vets who can then also use their FNP (?)...

 

Or because the wound comes before the FNP, does the captain not use his FNP and pass the mortal wound onto the vets who then get to use their FNP (?)

"Roll a dice each time a friendly <CHAPTER> CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound."

 

"The Flesh Is Weak: Roll a dice each time a IRON HANDS model with this tactic loses a wound. On a 6, the damage is ignored and the model does not lose a wound."

 

Surely the FNP would apply to the mortal wound transferred to the company vet.

Yep.

 

My wife has taken to casting Catalyst on the Tyrant Guard escorting her Swarmlord. The resulting combo is insanely hard to actually get any wounds through on.

 

Only mentioned because it is functionally the same combination of rules with different names.

  • 3 weeks later...

IIRC one of the FAQs said the CVs get no extra saves after the wound is tramsfered.

 

This combo still works. The FAQ took away multiple after-saves for individual models. I.e. a single model getting 2+/4++/5+++/6++++/6+++++ or other shenanigans. Since a Company Vet is a different model it gets it's own after-save.

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