Yep, Plaguemonks only immune, no special combat bonus.
Plaguemonks were taken from Victors Dunglobber ship - I thought they
were an excellent idea....
Yep, Nurgle unaffected by poison
If last crew counter dies by poison cloud then any special counters
die with that (ie admiral and wizard, but not rat ogre). I think thats
the standard rule from the book for a couple of things, but cant
remember which in particular.
I didnt think stopping it dead was too much of an issue... it can be
rendered without weaponry quite quickly, so like the bell it can keep
on chugging along for quite a while....
Zak
--- In theseaofclaws@yahoogroups.com, "Holger Daniels"
<holger.daniels@...> wrote:
>
> Hi!
> I really like the model, amazing!
> And it is typically Skaven, it CAN be devastating for the other fleet,
> but can also hopelessly useless in another battle or even outright
> destructive for the own fleet (only PlagueMonks immune, no other
> Skavens, right?)
>
> Comments/Questions:
> 1) "Any ship partially under the template must make a roll for each crew
> counter. On a 6 that counter is removed. If a ship is fully under the
> template it will remove the counter on a 5 or a 6."
> What happens if a Nurgle ship moves through, are they affected by it?
>
> 2) I am away for work this week, so no access to my MoW harddisc files.
> I cannot remember any Plague Monk crew in MoW, is this a new adaption,
> Zak? I was also wondering about something for the Plaguemonks and these
> plagueflailers in the Skaven month....
>
>
> "The Globe catapult has a special crew of 2 Plague Monks counters. It
> may have other crew as per the normal Skaven rules, as any of those may
> mix with the Plague Monks.
>
> Plague Monks are never affected by any disease or poison effect (Poison
> Wind, Nurgle Rot, Etc.).
>
> Plague Monks will always lead and start a boarding action if possible.
> They are discarded first if the action is lost."
>
> Is their special ability "only" not-affected by disease/poison or do
> they have elevated combat skills (say +1?)
>
>
> 3) If the Great Bell accidently is hit by the Globe or deliberately
> passes through the cloud, and unfortunately looses all crew, is the Grey
> Seer then to be considered dead as well? Or is he immune and can try to
> swim somewhere else?
>
> 4) The ship is really difficult to stop dead, this will require 6 hits,
> or at least 3, to severely effect movement.
> Maybe you could consider decreasing this to 4 locations (-1/-2 on
> paddles like the Great Bell if i remember the template correct out of my
> head), and have a bridge hit in the 5 High and a superstructure hit in
> the 5 Low or have Low as 2 Wheel, 3-4 Catapult base(2), 5 whinch(2), 6
> wheel.
>
> /Holger
>
>
>
> [Non-text portions of this message have been removed]
>