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Senior Member
Join Date: Jan 2011
Location: USA
Posts: 729
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Fixed by UltraPrime for 2.55
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Junior Member
Join Date: Sep 2013
Posts: 4
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Unless I am doing something wrong, I do not see the option for adding in forge world models for orcs and goblins (see the settings in roster rules, but do not see the units in AB for actually adding them to the roster).
Specific units of interest: Night Goblin Squig Gobba Colossal Squig Would love to see these added in. Planning on ordering a squig gobba for sure to add to my army list, and thinking of the colossal squig as well (either to run with its rules, or use as a Giant). Thanks. |
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Senior Member
Join Date: Jan 2011
Location: USA
Posts: 729
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See note about ForgeWorld entries, it is something that I am looking at doing as my "Over the holiday's project"
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Junior Member
Join Date: Apr 2011
Posts: 29
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Entry for Magic Banner "The Bad Moon Banner" has incorrect description.
Its says Unit is Stubborn, Unit counts as being in soft cover, and enemy attacking must make Dangerous Terrain Test. It should be Night Goblins models in unit are Stubborn. Unit counts as being in soft cover and Any enemy model that charges into base contact with bearer/unit must take a Dangerous Terrain Test. |
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Senior Member
Join Date: Jan 2011
Location: USA
Posts: 729
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Quote:
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Junior Member
Join Date: Sep 2012
Posts: 7
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Giant Wolf Mount for characters should have the "fast cavalry" rule and not the "swiftstride" rule.
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Senior Member
Join Date: Jan 2011
Location: USA
Posts: 729
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Quote:
![]() Fixed for 2.71 Yum Yum Yum, I like bugs ![]() |
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Junior Member
Join Date: Feb 2014
Posts: 3
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Minor typo, Forest Goblin Spider Riders' Giant Spiders have "Posioned Attacks".
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Senior Member
Join Date: Jan 2011
Location: USA
Posts: 729
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Junior Member
Join Date: Feb 2014
Posts: 3
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Currently the unit info for Fanatics shows like this:
Immune to Psychology Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting any terrain, roll double for movement (except on release), unit ends move over (unit takes D6 S5 AP hits) At the end shouldn't it be 2D6 S5 AP hits when a unit moves into contact with a Fanatic, in the Army Book under Fanatics - Force of Destruction: "Any unit that moves into contact with a Fanatic takes D6 Strength 5 hits for moving into the Fanatic and a further D6 Strength 5 hits due to the Fanatics death throes (all hits are Armour Piercing)." Also maybe "unit moves into contact with a Fanatic" is more accurate than "unit ends move over", since the Army Book also says right after the previous quote: "The Fanatic model is then removed, and the unit may carry on with its move." And lastly, a Fanatic is also removed when: "It contacts another Fanatic (both Fanatics are removed)." Thanks a lot for your hard work with these data files, they're extremely useful. |
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