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 Overriding rules

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NoisyAssassin
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FallenGnome
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PostSubject: Overriding rules   Overriding rules Icon_minitimeMon 28 Nov 2016 - 13:04

Questions about which override which.
Tail fighting skill allows another weapon (sword/knife), if Skaven uses two-handed weapon/halberd/spear/fighting claws. Is this correct?
Same should go with the extra arm thing, no difference.

Cumbersome rule on fc indicates that Skaven is not allowed to use any other weapon in entire battle. Tail fighting allows to pick sword/knife.
Cumbersome overrides tail fighting or not?

With two-handed rule (dbl.handed weap./halberd), warrior may not use additional weapon in close combat. Also spear's unwieldy rule says that he may not use a second weapon. Extra arm allows to take one-handed weapon/shield/buckler.
Two-handed weap/spear/halberd overrides extra arm/tail fighting or not?

Beastmen skill massive strength allows to carry two-handed in one hand, so warrior still can't use a shield/buckler/another weapon in other hand. Useless skill?
Again, does two-handed weapon rule override this skill or not?

It seems that all those skills have something common in general, where weapon rules seem to affect.
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NoisyAssassin
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeMon 28 Nov 2016 - 18:26

In each of these cases the ability that allows the use of an additional weapon overrides the weapon-based restrictions (which assume only two limbs). For the Beastman skill, what source are you seeing that in? The official Beastman Raiders warband doesn't have it (maybe you're looking at the old Town Crier version, and not the current one?). In any case, yes, you would be able to use another weapon/shield/whatever in your other hand.
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeMon 28 Nov 2016 - 18:42

The beastmen-skill (I thought it was called shaggy hide) allowed to carry a twohanded weapon in each hand. But it got "nerfed" in a revised edition of the warband list.
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Von Kurst
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeTue 29 Nov 2016 - 1:11

The Beastman skill is from the old TC warband not the more current 'official' Empire in Flames version. Naturally the Empire in Flames version was full of errors including calling massive strength shaggy hide. Shaggy hide is a +1 Armor Save kind of skill.

Massive Strength just disappears from the skill list in the errata, thank goodness.
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeTue 29 Nov 2016 - 10:41

Hi, thanks for answers.
Yea, I actually found a thread about that soon after posting.
This solved many puzzling things.

Can I ask another question about special critical 'Thrust'.
It says target is knocked down, and see whether the model suffers a wound. Is it clear that you are not hitting now a knocked down warrior, but instead that ko is just an end result after injury check?
Since there is no other way to make ko and hit that ko in same turn, than attack with another warrior in same base contact with that target model?
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Athanatosz
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeTue 29 Nov 2016 - 13:01

FallenGnome wrote:
Hi, thanks for answers.
Yea, I actually found a thread about that soon after posting.
This solved many puzzling things.

Can I ask another question about special critical 'Thrust'.
It says target is knocked down, and see whether the model suffers a wound. Is it clear that you are not hitting now a knocked down warrior, but instead that ko is just an end result after injury check?
Since there is no other way to make ko and hit that ko in same turn, than attack with another warrior in same base contact with that target model?

Ooo yesterday i run to the same problem.

We solved it as the warrior is get knock down and rolled for to wound to see that the warrior suffered another wound. We played it because we interpreted the rules as multiple wounds or armor can save him/her/it if he as any. (models was a forest goblin with spear charging a chaos warhound)
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeWed 30 Nov 2016 - 1:42

I think for Thrust, its only really good on multiple wound characters, as it will knock them down regardless of how many wounds they have left. for single wound models you just roll on the injury chart as normal. at least thats how we play it.
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PostSubject: Re: Overriding rules   Overriding rules Icon_minitimeThu 1 Dec 2016 - 0:54

+1 to DicLombardi's comment.
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