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Post by canadianguy on Sept 6, 2013 12:03:55 GMT -5
Sadly I think one use is one round in the arena. Also we heal up between rounds so no longer at 1 wound
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Post by Jack Shrapnel on Sept 6, 2013 12:59:11 GMT -5
ones question about the 2+ ward save thing, does that mean if he survives the first round he has a 2+ ivul the rest of the arena? if so that wouldnt be bad at all nope... if he survives the first round, he heals up... so back at 3 wounds... then in round two he has basically no save to mention of for the first two wounds... then he's back at a 2++ for his last wound again... extremely risky but as long as I don't roll a 1 ever you'd be fine... lol.... because we all know that terminators in 40k never die ever right? (imagine if they were T3!)
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Post by canadianguy on Sept 6, 2013 13:16:50 GMT -5
thinking spirit sword, fey armour 3+ ward vs magicall cca, then 10 points? Hits auto wound, if opponent takes a wound, then the fun begins we each play russian roulette with our ld and a d 6 difference in rolls become wounds with no armour or ward saves. Or try the 2 plus on wound 1 Just thinking through the odds of a str4 wound getting passed 1 plus rerollable armour with a ward yeah likely lol
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Post by canadianguy on Sept 6, 2013 16:34:35 GMT -5
F-y-do was the single saurus spawned during the first lunar exclipse after the sealing of the polar gates. He rose out of the dark waters to the hisses of shock from the gathered skinks. When he was finaly seen in his-totality it became obvious he was marked for sacred duties. He was spawned possessing obsidian projections extending from his knuckles like slender stilletos but of an unsurpassed hardness. A clear gem fused to the centre of his chest. The strangest thing of all was his elongated jaw and overly developed nose. The slann felt his arrival and knew, he would become their greates tool in collecting the artifacts that had been plundered from lustria. Over the years he has returned many relics with ruthless efficiency. Each succesful return has seen him grow in physical prowress and size. His obsidian projections cut through armour as if it doesn't exist (obsidian blade)the gem in his chest shields him with a 4 plus ward save and he has been given an enchanted forearm mounted shield for this mission and given ornate shell armour ( light armour)
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Post by onlurker on Sept 7, 2013 0:03:19 GMT -5
what's the max armor save (i.e. 1+, 0+, -1+, etc): is it 0+ (and obviously 1's always fail)? Realistic wise, more armor should mean more protection, but we know that's no always how it works. 4+ normal armor 3+ shield 1+ barded mount -1+ scaly skin -2+ magic armor item Also, charging into combat with a lance, with character also having a magic weapon: has this been called in the past as using the lance than magic weapon? I noticed donimator's character had this in an 8th Ed Arena.
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Post by LizardTau on Sept 7, 2013 5:18:01 GMT -5
the max armour save would be the same as with 8th ed. so 1+.
also made a wood elf i might make next time lol. highborn with a shield, on elven steed, spear of twilight, fey armour and amaranthine brooch. 4+ armour, 4+ ward vs magic, and 3+ ward vs none magic. str 5 on the charge and killing blow
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Post by canadianguy on Sept 7, 2013 5:59:01 GMT -5
The wood elf problem I found was getting enough high str or armour ignoring hits.
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Post by LizardTau on Sept 7, 2013 7:42:35 GMT -5
That's what killing blow is for. Lol
Sent from my GT-I9100M using proboards
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Post by canadianguy on Sept 7, 2013 7:54:09 GMT -5
Rather do the 2 plus ward gamble on 1 wound. Having used 30 to 40 e xcutioners at a go i don't like to count on making a roll to get the chance to roll a 6. My 2 cents which in canada is now well you get the picture.
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Post by stonecutter on Sept 8, 2013 8:35:17 GMT -5
Sir Chillin dem Brewski and his unquenchable THIRST, Vampire of Mousillon
Sir Chillin arose from his bed in a dark, damp and cold stone chamber. Despite the near complete absence of light, he could easily discern the furniture and walls around him as he carefully surveyed his sepulcher with glowing eyes. As he had done for decades since that fateful day when his boastful binges had angered the gods of beer, he began to look around for a cask and mug to quench the THIRST. The THIRST was an evil and merciless beast, his ever present companion it seemed, a constant in his nomadic life in search of the perfect brew. He quaffed several pints of expensive dwarven ale almost without tasting the liquid amber and felt the THIRST relent, a temporary reprieve from his tortured existence. Over the years, the THIRST had driven him to the depths of depravity. Old Vienna, Export, Molson XXX, Labatt Ice, Michelob Light - the list went on and on in his mind of the vile concoctions that he had been forced to consume in order to sate the THIRST. As if that were not enough punishment, always there had been the ache of the after effects as he awoke in agony with his every fibre screaming in pain at the slightest noise or provocation. For the longest time, he thought that his curse would be eternal but in one night of truly epic debauchery, a vision had come to him. Although visions, particularly of the blurred variety, were a common “gift” of the THIRST, this one was different. It promised a cure to his malady if only he could find the perfect beer. He had dedicated many years, much gold and countless thousands of miles of travel since that day to searching out the elusive elixir and the vision still drove him forward. At times it could counteract the THIRST but the battle had recently begun to become even more discordant as several magical items and auguries had narrowed down the locale to the distant ruins of Belosia. Somewhere in that distant land, awaiting him, was the fabled Beer of Belosia, a single keg of what was reputed to be the nectar of the gods themselves. Secured in its magical oaken barrel, it only grew finer with time. With his careful planning and numerous underworld contacts, he had made the journey to Belosia in secret and now prepared to go forth and claim his prize. Mounted atop his nocturnal steed, clad in armour and bearing a dark blade that radiated powerful magic, he responded to the THIRST and let the power of its rage fill him. Woe betide any fool who stood in his way, Sir Chillin would not be denied and besides, death or deliverance would both grant him the cure to his massive hangover.
Vampire (282 points)
Heavy armour, shield, barded nightmare.
Quickblood, Dreadknight, Beguile.
Nightshroud, Dawnstone, Sword of Might & the always useful Other Trickster’s Shard.
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Post by canadianguy on Sept 8, 2013 10:49:45 GMT -5
Very enjoyable read. I think it is a classic example of an author melding himself into his characters. :-)
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Post by LizardTau on Sept 8, 2013 16:32:59 GMT -5
so if someone did a daemon character. How would the gifts works? would they roll once and then have that the whole arena or roll each battle?
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Post by LizardTau on Sept 8, 2013 16:46:13 GMT -5
and once i posted my char i can't change it to anouther one can i lol. thats ok i just came across something that would be fun lol
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Post by canadianguy on Sept 8, 2013 17:40:37 GMT -5
It is interesting to hear about.
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Post by Jack Shrapnel on Sept 8, 2013 19:28:30 GMT -5
for daemons I'm guessing you would get to pick you gifts... otherwise it's just too random and you'd be screwed for the entire arena...
and yes Jason at this point you could totally change your guy no problem... we're not even close to having the numbers we need yet to start!
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