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View Full Version : Mk II Rules Archive



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  1. Cpt. Kraye, Ride by Attack and spell casting
  2. Forfeit move/action (to stand up); still give orders?
  3. "Trench" Rules
  4. Sustained Attack and "unable to be targeted"
  5. Mage hunter assassins
  6. Merc Contracts/Theme List at higher points
  7. eCaine v/s PoM Revenger?s Repulsor Shield
  8. Gunfighter and targeting your own models
  9. Bastions and AOEs
  10. Unit attachment question
  11. Incoporeal model being pushed
  12. Primal Rulebook - Where is Rounding/Half'ing Status?
  13. Rahs Chain Blast
  14. Hoarluk Doomshaper feat and enemy warlocks casting spells that cost 2+ fury
  15. Ranged attack and deviation
  16. Hex Hunters Attachment - Bayal Question
  17. Brisbane and hunter
  18. Excarnate
  19. Mohsar and Blind
  20. Question about magical abilities
  21. Field Promotion and UAs
  22. what is considered as a battlegroup???
  23. Journeyman Warcaster & Arcane Bolt
  24. Mordikaar: Essence Blast and Spell Ward/Counter Magic
  25. seeing over models
  26. Abomination - How to play
  27. Old Witch's feat and what is considered Advancing.
  28. Alexia versus Necrosurgeons
  29. Throwing
  30. Precast Spells Tier vs Spell Ward?
  31. Tier Questions
  32. Question on the new Officers that integrate merc units
  33. Pushing a friendly model
  34. Return and Counter Slam
  35. Enliven and Slams
  36. Simultaneous attacks and charges.
  37. Back Strike Bonus/ Unyielding
  38. Assaulting less than 3": Can a model still shoot?
  39. eVlads feat and Jacks
  40. Counter Charge Measuring Question
  41. Precursor Knights and Battle Mages
  42. Thunderhead's Energy Pulse and LOS
  43. Thor Steinhammer fixing non-rhulic jacks
  44. Commodore Cannon RAT
  45. Thrall Warriors
  46. Payday Question
  47. Warjack Bonds: Allocate 4 focus!?!?
  48. Channeling spells through an Arc Node with reach??
  49. Bonds in League play?
  50. Fell Caller calling himself and a newb question