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Knight Commander Pask and Hunter-Killer missiles
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Old 07 May 2009, 10:12   #1 (permalink)
Shas'El
 
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Default Knight Commander Pask and Hunter-Killer missiles

Just a quick rules query here. Basically, Pask's Russ can fire weapons at BS4, and adds +1 to penetration rolls against vehicles. Does this also apply to Hunter-Killer missiles, or do the rules for the missile stating that "They are fired at Ballistic Skill 3" overrule that? If not, then Pask's Russ would definately be the best place to put one, effectively making it an unlimited range BS4 Lascannon - for a one-shot wonder, that's very useful.
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Old 07 May 2009, 10:28   #2 (permalink)
Shas'O
 
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Default Re: Knight Commander Pask and Hunter-Killer missiles

If it what the weapon says.

I would say he still gains +1 to the ap roll.
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Old 07 May 2009, 14:08   #3 (permalink)
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Default Re: Knight Commander Pask and Hunter-Killer missiles

Fired at BS3 but gets the +1 to AP rolls or can re-roll to wound vs MCs
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Old 07 May 2009, 18:59   #4 (permalink)
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Default Re: Knight Commander Pask and Hunter-Killer missiles

Both rules would apply.

HKs are too overpriced to begin with, and you can only add one to the tank Pask rides.
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Old 08 May 2009, 07:34   #5 (permalink)
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Default Re: Knight Commander Pask and Hunter-Killer missiles

So whats the verdict? BS 4 or what?
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Old 08 May 2009, 08:38   #6 (permalink)
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Default Re: Knight Commander Pask and Hunter-Killer missiles

Quote:
Originally Posted by gas19d
So whats the verdict? BS 4 or what?
BS3 as said in the HK Missle entry.
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Old 09 May 2009, 00:40   #7 (permalink)
Shas'Ui
 
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Default Re: Knight Commander Pask and Hunter-Killer missiles

Quote:
Originally Posted by Maine
Both rules would apply.

HKs are too overpriced to begin with, and you can only add one to the tank Pask rides.
You can't change the rules because you don't like them. The missiles are stated as being BS3 specifically, and so will always be fired at BS3. However, the nice extra AP still applies, no reason why it shouldn't.
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