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Archon_91
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PostSubject: Re: wych cult anti armour    Tue Jul 25 2017, 23:38

Or instead of +1 to weapon skill that drug give rerolls to hit or to wound or something, if not that then something like +1 ballistic skill (+2 shooting attack can be just as effective as 2+ cc attack)
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Ikol
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PostSubject: Re: wych cult anti armour    Wed Jul 26 2017, 10:24

Not if you're carrying Splinter Pistols.

That Drug would be wonderful for Kabalites, but it doesn't help Wyches much.

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Archon_91
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PostSubject: Re: wych cult anti armour    Wed Jul 26 2017, 20:50

Then one that improves the 4++ to a 3++ cause it increases their reflexes?
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Bedlam55
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PostSubject: Re: wych cult anti armour    Thu Jul 27 2017, 05:38

@Mppqlmd wrote:
I love having the entire army with WS 2+. I think the drug needs to change, not the PfP. A drug debuffing the LD of nearby troops would be great (the type of drugs the Scarecrow uses in Batman).

I agree with this. There should be a -1 AP option for all weapons in the fight phase that have 0 AP.

This will give hellions another good choice and give more interesting and relevant choices overall.

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Bedlam55
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PostSubject: Re: wych cult anti armour    Thu Jul 27 2017, 05:39

@Archon_91 wrote:
Then one that improves the 4++ to a 3++ cause it increases their reflexes?

This only really affect wyches and still would not save them from pistols.

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Mppqlmd
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PostSubject: Re: wych cult anti armour    Thu Jul 27 2017, 09:07

I think rending would be easier to process, so you get -2/-3 AP on every 6 to wound.
That would definitly be a drug to pick.

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Bedlam55
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PostSubject: Re: wych cult anti armour    Thu Jul 27 2017, 11:00

@Mppqlmd wrote:
I think rending would be easier to process, so you get -2/-3 AP on every 6 to wound.
That would definitly be a drug to pick.

This would make them better at damaging hard targets. I like!

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