So my peacekeeper is good at killing things. The other day it so happened that he killed a construct - with a hit that had the toss trigger (by chance, had a mask).
Does that mean I get to have a little control over where the scrap counters show up?
I see two possibilities:
1. (the way we played it at the time). Model takes too much damage from peacekeeper hit (and "dies"). Toss trigger moves model base a few inches. Scrap counters are then placed in base contact and model is removed.
2. (not the way we did it). Model just immediately dies and toss has no effect. Scrap is placed right there.
Related to this, I then had two more thoughts...
3. If you have a model that explodes on death (like papa loco or a witchling stalker) - can you use toss to move it before it does it's damage pulse? (possibly resulting in fewer of your models taking the explosion damage).
and
4. Can you toss a stitched when you kill it the first time, so that it's "does not die" version is somewhere else (potentially behind something that blocks its line of sight)?
If it helps, on my card it says:
"Toss: After damaging defender with a paired mechanical claws strike, push defender 1" per wound inflicted, ignoring intervening models and terrain."
I've been thoroughly confused on the recent "after damaging, when damaging, when suffering" timing discussions, so I'm at a loss on this one.
Question
Turbodog
So my peacekeeper is good at killing things. The other day it so happened that he killed a construct - with a hit that had the toss trigger (by chance, had a mask).
Does that mean I get to have a little control over where the scrap counters show up?
I see two possibilities:
1. (the way we played it at the time). Model takes too much damage from peacekeeper hit (and "dies"). Toss trigger moves model base a few inches. Scrap counters are then placed in base contact and model is removed.
2. (not the way we did it). Model just immediately dies and toss has no effect. Scrap is placed right there.
Related to this, I then had two more thoughts...
3. If you have a model that explodes on death (like papa loco or a witchling stalker) - can you use toss to move it before it does it's damage pulse? (possibly resulting in fewer of your models taking the explosion damage).
and
4. Can you toss a stitched when you kill it the first time, so that it's "does not die" version is somewhere else (potentially behind something that blocks its line of sight)?
If it helps, on my card it says:
"Toss: After damaging defender with a paired mechanical claws strike, push defender 1" per wound inflicted, ignoring intervening models and terrain."
I've been thoroughly confused on the recent "after damaging, when damaging, when suffering" timing discussions, so I'm at a loss on this one.
Link to comment
Share on other sites
7 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.