Implosion missiles and necrotoxin missiles

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Ariyaris
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Implosion missiles and necrotoxin missiles

Post by Ariyaris » Thu May 26, 2011 5:41 pm

Implosion missiles and necrotoxin missiles do not have strength value.
Does this make them defensive weapons?
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The Airman
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Re: Implosion missiles and necrotoxin missiles

Post by The Airman » Thu May 26, 2011 5:54 pm

No, they are not counted as defensive weapons from what I gather. The same goes for Splinter weapons on transports, etc.
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Re: Implosion missiles and necrotoxin missiles

Post by Ariyaris » Thu May 26, 2011 5:58 pm

Can you verify it by link or maybe give a hint where to find more about it?

Thank you.
(it's okey if you can't, it sound more reasonable that they are not counted as defensive weapons.)
You primitives think you own the stars but you have no conception of what you are saying. You can barely command your own lumpen bodies, so how do you believe that you can subjugate entire worlds?

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Chief
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Re: Implosion missiles and necrotoxin missiles

Post by Chief » Thu May 26, 2011 6:09 pm

To the best of my knowledge they are essentially S1.
At any rate, they can't be more than S4, as they cannot glance vehicles.
Last edited by Chief on Thu May 26, 2011 6:10 pm, edited 1 time in total.

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Re: Implosion missiles and necrotoxin missiles

Post by psycheer » Thu May 26, 2011 6:09 pm

Unless stated in the codex somewhere, weapons with strength 4 are counted as defensive weapons. Models with strength 'X' have no strength value and are defensive weapons, otherwise Venoms would be crap.

p25 DE codex under "poison shooting weapons"
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Re: Implosion missiles and necrotoxin missiles

Post by Embergem » Thu May 26, 2011 6:33 pm

Not that it matters. The Razorwing can still fire all of it's weapons after moving 12", as per it's special rule.
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Re: Implosion missiles and necrotoxin missiles

Post by The Airman » Thu May 26, 2011 6:49 pm

psycheer wrote:Unless stated in the codex somewhere, weapons with strength 4 are counted as defensive weapons. Models with strength 'X' have no strength value and are defensive weapons, otherwise Venoms would be crap.

p25 DE codex under "poison shooting weapons"
You're correct, Psycheer. For whatever reason I was correlating splinter weaponry carried by infantry within vehicles being used as defensive weapons to their profiles on vehicles.
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Re: Implosion missiles and necrotoxin missiles

Post by Ariyaris » Fri May 27, 2011 4:13 am

Embergem wrote:Not that it matters. The Razorwing can still fire all of it's weapons after moving 12", as per it's special rule.
Does this mean that i can spray the enemy with all 4 of my missiles if i wish?
You primitives think you own the stars but you have no conception of what you are saying. You can barely command your own lumpen bodies, so how do you believe that you can subjugate entire worlds?

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Re: Implosion missiles and necrotoxin missiles

Post by psycheer » Fri May 27, 2011 11:42 am

yes.
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Re: Implosion missiles and necrotoxin missiles

Post by Zero » Fri May 27, 2011 11:20 pm

psycheer wrote:yes.
This.
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Re: Implosion missiles and necrotoxin missiles

Post by Ariyaris » Mon May 30, 2011 4:44 pm

Ehm... i'm not gonna make a separate topic about this question x)
Wound test for implosion missiles... how do you do that?
Explain the machanic (cause.. i'm kinda confused with that one)
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Re: Implosion missiles and necrotoxin missiles

Post by Chief » Mon May 30, 2011 5:45 pm

Them's be the wound test ones, right?
Do you know how characteristic tests work (ie. toughness check, strength check, etc.)? It's the same thing, but against the unit's wounds.

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Re: Implosion missiles and necrotoxin missiles

Post by Rangrok1k » Mon May 30, 2011 11:14 pm

Page 8 I think of the Rulebook explains characteristic tests.
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Re: Implosion missiles and necrotoxin missiles

Post by Ariyaris » Wed Jun 01, 2011 2:38 am

Thank you very much ;)
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