View Full Version : Magic Weapons that cause more than one wound and combat res...

Your Mum Rang
13-02-2006, 11:12
Hey all.

If a character has a magic weapon which causes D3 wounds am i right in thinking this is only useful against multiple wound enemies?

Or if fighting infantry can he kill up to D3 with one wound? If so would this count towards CR?

13-02-2006, 11:58
It only works against multiple wound enemies. If not, the skaven lord with Felblade would annihilate a 20 man unit in one round of combat:p

13-02-2006, 12:06
Bear in mind though that it works in challenges as well- so, for example, If the aforementioned warlord was in a challenge with a champion, then he could do D6 wounds per wounding hit in overkill (up to 5, obviously)

13-02-2006, 12:08
Basically it goes like this.

"Hits" determines the number of individual targets you can hit.

"Wounds" is how many wounds you can cause to targets which you already hit, wounded, and failed their armor saves.

So, suppose in a dwarf army you take a Lord with an axe with the Master Rune of Smiting (causes D6 wounds). Against single-wound rank-and-file infantry, you can only kill, at most, 4 models (he only has 4 attacks, thus can only cause 4 hits, 4 wounds, and those models can only fail 4 armor saves). Against multi-wound models, you can cause additional wounds each attack, but only up the the number of wounds each model in the opposing unit has. Against trolls (3 wound models) each attack could potentially cause 3 wounds, after to hit and wounding rolls.

Back in 5th edition, there was a magic weapon, which was nearly mandatory in most armies, called the hydra sword that caused "D6 hits per attack". This weapon could potentially allow that same dwarf lord to kill 24 rank and file models (4 attacks, each attack hit could cause 1-6 "hits", wounding rolls and armor saves after the D6 roll).

So to break it down

DX wounds - roll to hit for each attack, roll to wound for each hit, roll armor saves, each failed armor save is multiplied by the dice number of wounds, only if the target has that many. (# of attacks = max # of individual models killed)

DX hits - roll to hit, Roll DX to see number of additional hits, roll to wound, failed armor save (4DX is the max number of individual models killed).

As mentioned above, it is also useful in challenges for overkill. It's why the above mentioned master rune of smiting will be useful for units with oathstones, as the character is force to issue and accept challenges.


13-02-2006, 12:09
This was cleared up in a Q&A - I believe it's in the current chronicles; it's explained in an example about killing blow and regeneration.

No matter how many wounds a weapon or hit causes (2, D3, D6, etc.), it can only ever cause a maximum of the starting wounds of whatever it's attacking.

So for example, 4 wounding hits with a D3 wound weapon on W1 models - 4 wounds are caused because you cannot cause more than 1 wound per hit.

The same 4 wounding hits against Ogres - you roll up the D3's, and apply the total rolled to the unit, because Ogres have W3, so you can cause anything from 4 wounds (1 dead Ogre, 1 wounded) or 12 Wounds (4 Dead Ogres).

If you had a weapon that inflicted D6 wounds and hit the Ogres 4 times, you'd roll D6 wounds for each hit, but any rolls of 4, 5 or 6 count as 3 because that's the starting wounds for an Ogre and you cannot exceed it.

13-02-2006, 13:39
Ok, question then. A model with 3 attacks wielding a weapon which causes D6 wounds against a 4 strong unit of ogres. It can cause a maximum of 9 wounds, 3 attacks x 3 wounds per attack (# of wounds in statline of ogre). However, can the single model kill more than the number of ogres in base contact (usually max of 2 for a 20mm based model), or does the normal "assumed models step forward to join the combat" apply? Is this different if the model is in a unit vs. fighting alone?


13-02-2006, 13:56
Correct. You are not limited to models in b-t-b contact only unless you are specifically allocating attacks (i.e. if you want to allocate attacks against a champion without challenging, you must be in base contact).

Obviously with Ogres you're generally dealing with such shallow formations it's generally a step sideways rather than forwards, but the effect is the same.
You work out your hits, take saves, then roll for wounds caused, capping dice rolls at 3. Total that up, and apply to the unit as a whole.

It's the same principle as a dragon - it has 6 attacks, but cannot physically get into base contact with 6 models when it charges. It's still capable of killing six models.

Mad Makz
13-02-2006, 20:35
There is an added complication regarding regeneration: You can only cause the maximum number of wounds before REGENERATION (i.e if you have 3 wounds, and regeneration, and are attacked by 3 hits doing 2, 3 and 3 wounds, you only need to take 3 regeneration saves, not 8).

However if you fail all your regeneration saves, all the remaining excess wounds by the multi-wound weapon are then applied for averkill purposes (in this case the maximum +5.)