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JMichael
08-05-2014, 11:45 AM
Weirdboy generates a bonus +1 Warp Charge Point if a unit with 'Ere we Go! is within 12"
Now is that +1 Warp Charge Point die to roll, or 1 Warp Charge Point to spend?

Funny thing is the Rulebook calls both the dice you roll (p24) and the actual successes (p25) as 'Warp Charge Points'.
Specifically you declare how many Warp Charge Points you want to expend and remove them from you pool.
For each 4+ you successfully harness one Warp Charge Point.

John Bower
08-05-2014, 11:59 AM
Weirdboy generates a bonus +1 Warp Charge Point if a unit with 'Ere we Go! is within 12"
Now is that +1 Warp Charge Point die to roll, or 1 Warp Charge Point to spend?

Funny thing is the Rulebook calls both the dice you roll (p24) and the actual successes (p25) as 'Warp Charge Points'.
Specifically you declare how many Warp Charge Points you want to expend and remove them from you pool.
For each 4+ you successfully harness one Warp Charge Point.

I think in the context you are speaking of it's the same thing; 1 Warp Charge point = 1 Warp charge roll. Let's break it down to make it easier.

Weirdboy level 2 generates 2 warp charge points, you add this to a dice roll at the beginning of the psychic phase (let's assume for argument that we roll a 5). so now you have 7 Warp charge, this would give you 7 dice to roll for your casting of powers. Now if you have a mob of boyz within 12" of the Weirdboy you get another 1 Warp Charge, so get 8 which gives you 8 dice to roll when attempting to cast your powers.

Hope this helps. :)

JMichael
08-05-2014, 12:04 PM
That's pretty much how I figured it would work.