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Ok, the IW Warsmith (is a Chaos Lord). What makes him special is that he has a servo arm that explicitly says in the books "adds +1 to attack and acts like a powerfist". So, does this mean he is automatically at I1 because of the servo arm? Also, with this extra attack, how many attacks per round can he have?
base is 1
Servo Arm +1
Bolter pistol +1
Multation (I think it's mutation, codex at home, I'm at work) +1
Spikey bits +1
So that's 6, and then on a charge
furious charge +1
Is that 8 total on the charge? Did I miss or mess up any modifiers to CC?
1. He doesn't have to have a servo arm.
2. Servo arm grants an extra attack that counts as a powerfist attack (only this attack is at I1, all others are his regualr attacks)
The number of attacks is
1 from dualwielding
1 from charge
1 from mutation
1 from Terminator armor
1 (effectively) from Spiky Bits
1 Servo Arm
That's 7/(8 on the charge) attacks + 1 useless powerfist attack.
like onodera said, only the powerfist attack strikes at Initiative 1 the rest are at your lords Initiative.
Spiky bits dont give an extra attack, but give a chance for an extra hit in cc
Last edited by Herr Flik; August 24th, 2006 at 13:35.
Don't touch that please, your primitive intellect wouldn't understand things with alloys and compositions and things with... molecular structures.
Originally Posted by Shoal07
your calculation is messed up
base attacks 3
Bol Pistol +1
Spiky Bits +0 (they give you rerolls, on to hit, not extra attacks)
Servo Arm (special)
that is 5 attacks regular and 6 on the charge
at I1 if attacking with a Powerfist (and to be honest I would go for a Powerweapon instead)
or I5 (or I6 respectively with Furious Charge) if attacking with the bolt bistol.
And you get an extra attack every time at I1 with the servoarm.
Shut up and play.
it does. it says so in the description in the codex. it does not have to be modelled other than the figure having terminator armor.Originally Posted by Shoal07
Shut up and play.
If your Lord has 5 attacks (not uncommon) and is hitting on 3+ (most common case), there's only a 13% chance all of them will hit.
This means Spiky Bits are effectively an 10-point Mutation in 87% of cases.
Even with Lord's 3 base attacks they are more cost-efficient than Mutation.
cold, clinical and techinically correct - the best kind of correct :yes:Originally Posted by onodera
Another advantage of spikey bitz is that, it comes from the wargear section rather than the daemonic gifts sections of which Leiutenant have a VERY limited selection (paying for independant character's prices with an aspiring champion's budget).
Naturally, I take both whenever i can. The more dice you roll, the better.. with exception to saving throws naturally.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Well, the Warsmith does not have terminator armor so I guess the best I can hope for is 6 attacks (7 on the charge) plus the Powerfist attack at I1? That doesn't sound too bad.
What about Bike Aspiring Champions/LTs. I figure he could be interchageable basically. For a good assault bike what should be on the bike and what weapon should the rider have? Remeber, this guy will be used as a solo LT or as an AC in a bike squad (once I have more bikes). That way, if I need a shooty bike squad I'll add shooty bikes and have a nasty CC AC. As a LT I'd like a bike that can get up into a firewarrior squad quickly and tear them up in CC.
Please do not give exact definitions of what wargear does.
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