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Fellblade rules; Taking the wound test
Topic Started: 1st May 2008 - 05:05 AM (2,410 Views)
adrift
Clanrat
The way the Fell Blade is worded is a little confusing. In older skaven army rules, I am pretty sure you had to test every turn to see if you took a wound from the fell blade, but the latest rule seems to suggest you only test to take a wound in every turn where it is used in hand to hand combat.

Is that the popular, current wisdom? That you only test on turns it is used in HtH?

TIA
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Warlord Bloodfang
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Officially Awesome
::Looks through his rule book::

Ok, the Fellblade. It now works like a Weeping Blade. In that for every unsaved wound you inflict on the opponant (if they have multiple wounds that is, blocks of infantry don't suffer multiple wounds) that then gets changed into d6 wounds. Your guy also has a chance of suffering a wound once your characters finished his attacks with the blade on the roll of a 1-2 on a d6.

So, after reading your question a little more carefully I'd say... it's once your characters finished attacking, whether in your turn or in the enemies.
Clan Bloodfang
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Sammy the Squid
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No. According to the Skaven army book, the Fellblade must be rolled for at the end of every Skaven players turns, weather he has attacked or not, and it is not taken in enemy turns.
That is according to my copy of the army book anyways, not sure if anything has changed since 7th ed, though I doubt it...

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
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adrift
Clanrat
Sammy the Squid
May 1 2008, 12:59 AM
No. According to the Skaven army book, the Fellblade must be rolled for at the end of every Skaven players turns, weather he has attacked or not, and it is not taken in enemy turns.
That is according to my copy of the army book anyways, not sure if anything has changed since 7th ed, though I doubt it...

- Sammy


Where are you reading that about the "every turn" part? It doesn't say that in my copy of the army book. It sort of implies it, but it could also be read that you only test after using it in a round of HTH combat.

Is there any kind of date or revision marking that might show if one book is newer than the other?
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Rubberchrist
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Pardon me while I put on my rules lawyer hat for a moment (I know we've all got one).

The magic item text does state at the end of the wielder's turn. There is no specific thing that says "every turn", but the sentences are separated by a period, not a comma, so they are not necessarily linked events.

Additionally, all the fluff says that the thing is so deadly that it will eventually kill its wielder. The punctuation of the rules and the obvious intent of the weapon are enough for me to say chance of wound every turn.

It's only fair.. that thing does turn our warlord into a freaking nasty combat monster with huge save, a ward save and pretty much insta-kill nosave.

-R
"Nurgle has got to be my favorite chaos god, fluff wise...
He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium

7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors,
13th Spell Kills: 8 Chaos Chosen.
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Sammy the Squid
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Quote:
 
The magic item text does state at the end of the wielder's turn. There is no specific thing that says "every turn", but the sentences are separated by a period, not a comma, so they are not necessarily linked events.


Exactly. They are not linked events, so must be considered seperately. So at the end of every players turn, it must be tested for, and is not reliant on being in combat.

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
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lashific the Dominator
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kicking snow since IC 134
I agree with sammy's first post. The book stated (rather obviously i think) that the skaven player must test at the end of the fellblade weilder's turn; at the end of YOUR turn. This is the 6th ed. army book being discussed right? it seems everyone's book says somthing different.
"Suffer not the witch to live"
Ordo Hereticus army diary
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Deathmaster Shetto
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Clanrat
Mine says you roll at the end of wielder's turn. My book was printed in 2002. I know there's a newer one with fancy bordering, but I'm pretty sure that nothing has changed besides the cover. Everything looked pretty much the same when I flipped through the newer one.

I also have a question about the Fell Blade. The last part says if you fail the roll you take 1 wound with no armor saves. Since a ward save isn't an armor save would you be able to make a ward save against it?
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adrift
Clanrat
It only says "no armor saves", so yes, you get your ward save (or regen if you could afford it AND the fellblade, which you cannot).
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Lord Lughtigern
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The Mad Ratter.

@Deathmaster Shetto: Yep, ward saves are still allowed - and there's a very conveniently priced item specifically for this purpose!

I agree with the thought that you roll at the end of the wielder's turn, close combat or no.

From an interview with Alessio Cavatore on the GW Skaven homepage
 
LostTourist
 

Hi, kudos on the Skaven! My question: If a hidden Assassin carries the Fellblade, does he take wounds from it before being revealed? If so, how does that work? Thanks a lot!


Alessio
 

An Assassin cannot carry the Fellblade, because it's too expensive. A Master Assassin, though, could do it, and he should test every turn. Just tell your opponent you're testing, but not where the Assassin is...


This clearly implies that the Fellblade's effects are rolled for every turn, most certainly not just the ones you are in combat for.
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Links you should try out:
Denizens of the Deep - Rules for Underground Campaigns
Warhammer Skirmish - The Lazy Man's Mordheim
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lashific the Dominator
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kicking snow since IC 134
The self wounding rule is a second rule for the fellblade, completly apart from the combat related ones. and doesn't the fellblade give strength 10 constantly, not just in combat?
"Suffer not the witch to live"
Ordo Hereticus army diary
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Sammy the Squid
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Quote:
 
and doesn't the fellblade give strength 10 constantly, not just in combat?


Well the weapon can only be used in combat, so it only applies to combat. It does not make the wielder's base Strength 10 for purposes of Strength tests, throwing stars, or anything else like this. Like all Magic Weapons and even mundane weapons, its bonuses apply only to attacks made by the weapon itself...
The only way to increase the base Strength is Bands of Power, as they are not a weapon, so their strength bonuses will apply to ranged attacks, but Im not sure about ST tests. Warp Blades for the Engineer may increase base strength too...

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
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adrift
Clanrat
Lord Lughtigern
May 1 2008, 07:54 PM
@Deathmaster Shetto: Yep, ward saves are still allowed - and there's a very conveniently priced item specifically for this purpose!


Alessio's quote certainly makes the issue clear.

I have always considered a 6+ ward save the same as NO ward save. lol It never seems to do my savage orcs much good. I guess it is better than nothing...but not by much.
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Aeschere
Grey Seer
This is what the skaven books says: "Roll a dice at the end of the wielders turn:..."

In my opinion this implies that you only need to roll a dice at the end of your own turn. Not at the opponents turn or at the end of each combat phase. You just roll it at the end of your own turn.
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You got Owned!
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Rubberchrist
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Shennanigans are out of the question!
Consider that the fellblade is one handed, so your warlord can use heavy armor and a shield, AND have a 6+ ward save that helps prevent that occasional wound...

Besides.. It's pretty much either a 6+ Ward or a +1 Shield for your Warlord at that point... Go ward all the way.

-R
"Nurgle has got to be my favorite chaos god, fluff wise...
He's portrayed as this sort of jovial, jolly old guy who thinks that rotting apocolyptic plague is funny as hell... So basically he's a big ole fat bastard who thinks giving you a scorching case of the herp is a big laugh." ---Kadrium

7th Edition Fellblade Kills: 1 Steam Tank, 1 Warrior Priest, 4 Greatswords, 3 Treekin, 1 Chaos Sorcerer, 5 Chaos Warriors,
13th Spell Kills: 8 Chaos Chosen.
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