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A question on Void Shields?

 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:10 pm 
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A heated discussion has broken out amongst the few Epic players in my gaming group as to how exactly void shields function in game.

There a two camps;

Camp1 believes that a successful will strip a titan of a void shield.

Camp2 believes that a successful damage roll is needed to remove a point of shielding.

None of have been playing Epic for any considerable time & so all involved are little hazy, so I turn to you the Epic community in hope of settling this debate.

I am aware that perhaps this has been covered somewhere on the forum but I do not have the time to delve through old threads as I'm stealth slacking at work, any help will be greatly appreciated.

Cheers

Couchmonster


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 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:17 pm 
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Any hit will remove a void shield.

You don't take armour saves until all the shields are gone.

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 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:18 pm 
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Quote: (Couchmonster @ 18 Mar. 2009, 12:10 )

Camp2 believes that a successful damage roll is needed to remove a point of shielding.

What is meant by "damage roll"?  Other than the rolling for the number of hits from a TK weapon, there are no "damage rolls" in EPIC: Armageddon.

A Void shield/Power field is dropped from by a successful *hit* on the protected target.

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 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:21 pm 
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Thanks guys (does victory/i was right dance)  :vD


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 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:26 pm 
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Quote: (Chroma @ 18 Mar. 2009, 12:18 )

Quote: (Couchmonster @ 18 Mar. 2009, 12:10 )

Camp2 believes that a successful damage roll is needed to remove a point of shielding.

What is meant by "damage roll"?

I think he meant armour save.

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 Post subject: A question on Void Shields?
PostPosted: Wed Mar 18, 2009 1:26 pm 
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SPECIAL RULE
5.4.1 Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are
scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.

Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice
roll to either repair the void shield or remove Blast markers (eg, if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).
So, each 'hit' will be absorbed by a void shield that then drops. Note that TK 'hits' are converted into a number of points of damage each of which strip a void shield, and the order of hit allocation becomes important, with AT hits being resolved before MW and finally TK hits. So, if a fully shielded Warhound is shot at by Ork Gunzmob with an Oddboy character upgrade, scoring a single AT hit and the MW hit:- The AT hit is resolved first stripping a shield, then the MW(TK D3) hit is converted - lets say three hits - the first strips a shield, and the other two score hits leaving the Warhound with '1' DC.

(The others got in first, but I have the quote :p )




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