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Thread: AP and TS's

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    Member Brother Grimmaw's Avatar
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    AP and TS's

    ok if just started playing WH40k and i really cant get the AP rules, like what exactly is and its function, and like what armour does it negate?

    thx in adv

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    LO Zealot magnet_man's Avatar
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    Quote Originally Posted by Brother Grimmaw View Post
    ok if just started playing WH40k and i really cant get the AP rules, like what exactly is and its function, and like what armour does it negate?

    thx in adv
    It's pretty simple and you maybe over thinking the issue.

    Say a weapon has an AP 5. This means that anything with a 5+ or 6+ save will be unable to get it's armour save if a successful wound is inflicted on the model. Note they would still be eligible for a cover save if they were in cover.

    Another example, an AP 4 weapon would deny saves to models with a 4+, 5+, or 6+ save.

    Read page 24 of the main rule book carefully.

    Sometimes when shooting at vehicles a weapons S+D6 (for standard weapon) is referred to as an armour penetration roll (same initials as armour piercing). AP has nothing to do with this. If this is the case you just follow the directions on page 65 of the main rule book.
    Tim Wright

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    Member Brother Grimmaw's Avatar
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    thx alot!!!
    "A Moment of Laxity spawns a Lifetime of Heresy...
    Never Repent, Never Forgive"

    Warhammer 40k:
    Space Marines Army:
    Ultramarines; 3750pts

    Warhammer:
    Dwarves Army (retired):
    Khazad-a-Doom; 4510pts
    Includes the "White Dwarf"

    Wood Elves:
    Guardians of the Eastern Fringe: 1560pts

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