How Poisoned Attacks Work in 40K
July 18, 2011 by darrell
Video Sponsors: Battle Foam - Wayland Games
Darrell examines how Poisoned Attacks affect the different types of units that can take them as wargear.
July 18, 2011 by darrell
Video Sponsors: Battle Foam - Wayland Games
Darrell examines how Poisoned Attacks affect the different types of units that can take them as wargear.
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the only exeption i’ve seen so far is in the grey knights codex…psilencers wound on a fixed number (they’re not poison, i know, but it’s the same deal), unless the number needed to wound would be less…i would say that GW should FAQ this for poison, but as Darrell said, just don’t give poison to high strength models, unless your a space marine with access to hellfire rounds (poison, 2+).
Poison on Nurgle Daemonprince from the Daemondex is awesome, but hes an exception.
So where does it say that poison over rides the natural strength? I ask because I gonna get some dude saying he can switch back and forth between poison and stength.
Well,in the poisoned weapons paragraph of the close combat weapons (pg 43),It says that “they always wound on a fixed number” instead of comparing strength and toughness…
Hopefully this will help you…
Bill
but after that it says “However, if
the Strength of the model wielding the
poisoned weapon is equal or higher than the
opponent’s Toughness, the attacker uses the
NORMAL WOUND CHART, but can re-roll failed rolls to wound.”
Can Darrell do mistakes? There have to be an explanation =)
Actually, it’s on page 42 and it doesn’t give any reference to using the normal wound chart.
Alright,I should have precised I was refering to the small rulebook from AoBR…
Bill
I must say that’s not in my book…It just says that the wielder must reroll failed to-wound rolls in close combat….
Bill
i always assumed that 4+ was poison and anything under that was a normal hit (if you would normally hit on a 2) not that it affects me as i dont use it. but im glad this has been pointed out for when im facing poison in future!
Some GK guy poisons on 2+. I think its one of the assassins
I personally like to put poison sacs on my ‘stealers for two reasons, the first being that, against even greater enemies my main combat units can still do some damage. The other reason is that, if I were facing Marines who all have armor saves AND feel no pain, I like those extra chances to roll more rending attacks, killing more of the marines than I would be able to normally.
Tyranid venomthrope, 2 attacks at poisoned 2+ and it gives 5+ cover saves to nearby friendlies 🙂
Hellfire rounds are listed as (Poisoned) they wound on a 2+. but do they also reroll to wound against T4 or less? Or is that for close combat only?
It’s not for close combat only, but a general rule of thumb for poisoned attacks. The only thing is all poisoned shooting attacks I can think of don’t have an equivalent strength value, so it’s a moot point really.
That’s plain wrong. Check RB p. 42. Re-rolling is just for CC. In fact, there is no section for the shooting weapon characteristic “poisened”. It’s kind of a grey area here.
old zogwort can poisoned every one on a 2+ hahahaha orks are so cool 😀
doesnt the entire nid army use poison also, now a days thats all I see someone should let the codex writers know.
hello darrell, i love your videos but how comes your spawned termagaunts get toxin sacs if the tervigon has the upgrade ?,because the rules state that, a unit spawned by a tervigon is identical in everyway to a termagaunt unit chosen from the troops section of the force organization chart, and is treated as such for all scenario special rules. models in a spawned unit have no biomorphs and always carry fleshborers. thanks