3rd Infantry type?

Maverick_

New member
Arken Tesh's Dual Possesion says he takes a 1 dice magic attack on failing a will save, but he has 2 armour. Doesn't that mean that the attack is absorbed by the armour?
 

number2648

New member
Arken Tesh's Dual Possesion says he takes a 1 dice magic attack on failing a will save, but he has 2 armour. Doesn't that mean that the attack is absorbed by the armour?
The way I understand it is that he and everyone within 2" of him takes a rate 1 magic attack roll, meaning if it comes up a 10, then he's taking one damage off it. It also seems like a decent way to punish a failed assassination attempt on him.

Nevermind, Mr. Black beat me to it.
 

PraetorDragoon

New member
Looks like we get Hadross next :curl-lip:

Saw the kickstarter update :D Kinda interested in what their leaders will do. We already got something on them.

Feeding Frenzy
Melee
Rate: 1 Range: 00
This attack can only target enemies with Resonate. If this attack kills an enemy, this model may remove 1 damage.

--SPECULATION--
This means that they have at least, 2 wounds, so I would guess 1 resilence, 2 wounds, with the average 7+ hit chart of rank 2 guys. Speed will be around 6-7, making them fast (compared to other Hadross)

Swim is something certain. And I think that they will be able to grant resonance to models that wound them. (So they can take easy revenge with Feeding Frenzy)

For the rest, a normal 2-dice sword strike?
 

number2648

New member
Slow? Nah, the Carcharians are the fastest of the three Hadross infantry.

Base movement of 5 and the ability to jump that up to MV: 7 with a Will Check... Which also causes them to give Resonate to everything they engage that turn.

Their other base attack, Blood in the Water, is nasty... Rate 2, with an additional Rate against Resonated models. Ouch. Oh! And how did you know they Sunder??

Of course the Blood in the Water attack is only amplified by the Inspire of the Frenzy Charger, which lets it target all enemies within 1" with resonate, instead of just being a Rate 1 attack.
Here's some other things from back on the first page, so we actually know a fair bit about them.
 

PraetorDragoon

New member
I really feel blind now, reading straight over that. :sweat:

Looks like we know all except the hit chart of them. Oh, and leader abilities.
 

duke_bonez

New member
So, the Frenzies.
So far they look fairly straightforward, but I wanted to doublecheck if Frenzy Charger's Training lets the Hadross units disengage from a Resonated opposing unit and then immediately re-engage with a different unit? In other words does it basically give their whole army the equivalent of Stalker against Resonated models? Or does the training let the Haddross units disengage without spending the 3" of movement to do it, but still keeps them from reengaging in that same movement?

Gar... Wow. Very different mechanic than what I was expecting, and thoroughly unique. I like it. All the Level 2 Leaders are game changers and he certainly isn't an exception. An extra morale loss if he takes out a (resonated) character or leader? And considering that he has Resilience 2 and no Overpowers on him that guy is a scary anti-tank tank =]. Especially since if I'm reading it right he could potentially re-roll all of his attack dice when fighting a "Character" and have Precision(1) (or Precision(3) if it's engaged with 3 resonated models...) on top of that! And with how tough he is you'll pretty much have to engage him with at least 3 models to make a dent in him. Vicious...
 
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Ender_101

New member
Reading the Frenzy Charger's training "This model ignores the disengaging penalties when disengaging with models with resonate" and comparing it to the disengaging rules in the rulebook we have access to (pg. 11), then yes the models would get to ignore both the movement cost and the inability to re-engage afterwards.

It is a slight inconsistency in wording when compared with the Stalker ability however, so it may be that the wording of the rule is different in the polished rule set. Even if that were the case, it would be good on these guys to allow them to resonate stuff then move off to get into position to resonate some more.

But man these units are TOUGH, I have no clue how one's supposed to take down Gar . . . toughness 2, 3 (or 4 wounds if in charge) with no over and only hurt on 8+ . . . even before getting into his offensive abilities? *shudder*
 

Swan

New member
Each faction has their way to contend with Gar. The Nasier have Fel Hammers that will give him an Over Power on 9s and 10s, the Teknes have Workers Led by an Ironward that reduces the Resilience to 1. The Shael Han have the Shield of Talfon, and Goritsi has the Shield Breaker. While Gar is a fantastic model, at least east faction has some way to deal with the problems that he can cause.
 

Swan

New member
I foresee a bunch of Sharkmen hitting the table this weekend. Love each of the new units as they come out, just waiting to see what the Shael Han and Goritsi new Rank 1s will bring us.
 
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