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Post by nogle on Dec 17, 2015 9:53:51 GMT -5
So, I finished my first Knight titan last night (I have one more in a box) and plan on taking it out to Erie this weekend for its first test drive(as the double CCW version). I remember when Knights first came out there were some rules problems that I don't know the answer for. also a thing or two I think I am reading right, but want to make sure
1) knights movement through difficult terrain, how do you do it?
2) the power fist strikes at initiative 1, so I figure that means a knight with fist and sword only strikes last if he wants to use the throw ability?
3) stomps and look out sirs. when do you roll for look out sirs?
4) I've heard of sniping characters with the stomp, how do you do it?
5) anything else I should know?
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Post by koszkamade on Dec 17, 2015 11:10:06 GMT -5
1: roll 3D6, then double the highest result. 2. yeah, pretty much 3. They roll for look out sirs when they take a wound. So on a 2-5 they are allowed to look out sir. 4. If you get a 6 for your stomp result, it removes every model under the template from the game. Since wounds aren't allocated, Look out sir attempts can not be made against that particular stomp. 5. if your shield is on one of your side facings, Barrage weapon damage should randomize which side the model is hit. At least you can get a 50% of having a save against it.
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Post by dudeisuck on Dec 17, 2015 11:12:21 GMT -5
1) It is in the brb FAQ. 3d6, multiply highest by 2 for move through terrain.
2) Just like any model, you choose which weapon you want to use, so yeah, you only need to be i1 if you want to use throw.
Stomps don't cause wounds on 6s, just remove models under templates, so no look out sirs, ie sniped. You can, however, make look out sirs for the 2-5 roll on the stomp table, as those cause str 6ap4 wounds.
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