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=====The Veiled Path Special Rules===== *'''Masque Forms - Riddle-Smiths''': At the start of each Fight phase, roll two dice, discarding the highest. For the rest of the phase, any To Hit rolls of that dice number that target a unit with this form (before modifiers) automatically fails. ** This will apply army-wide, so consider if you might want to reroll your lowest value die so it applies benefits to as many combats possible. ** Won't work outside of any phase that isn't the Fight phase, so be careful with things like enemy Psychic/Stratagems/IG orders that allow units to fight in other phases. *** Inversely, though, this will protect against other out-of-phase attacks in the Fight Phase. So for those edge-cases where you fight a Sister player that shoots you in the Fight Phase... **A little bit of math for this ability: Assuming a doubles roll for Riddle-Smiths just gives that number, then you have a 1/36 chance of getting a 6, 3/36 (1/12) chance of a 5, 5/36 for a 4, 7/36 for a 3, 9/36 (3/12, 1/4) for a 2, and 11/36 chance of getting a 1 (which is basically useless, since 1s always miss anyways). On the surface, this form looks like it works best against more elite armies. If your enemies have WS 2+, then rolling a 2 basically gives them -1 to hit your clowns, while rolling a 2 for someone with 3+ doesn't matter, since they missed on 2s anyways. ***Or, cumulatively, that's 1/36 for 6+, 4/36 (1/9) for 5+, 9/36 (1/4) for a 4+, 16/36 (4/9) for a 3+, and 25/36 for a 2+, to let you see the chance of the ability applying to a number that an incoming accuracy stat can hit you with (e.g. you need 4+ - 4, 5, or 6 - to matter against a WS/BS4+ attacker). In each of these cases, if you have rolled well enough, Riddle-Smiths will act like a -1 to hit, which itself matters ''more'' against ''lower'' accuracy - the ability is more likely to matter against more accurate opponents, but when it does matter, it matters more against lower accuracy ones (when it hits a base accuracy 6+ opponent, their ability to hit you becomes ''zero''). The net result is that the ability is better against more accurate opponents; the full results (relative to before the Riddle-Smiths debuff) are: ***# 6+: 97.22% (2.78% penalty) ***# 5+: 94.44% (5.56% penalty) ***# 4+: 91.67% (8.33% penalty) ***# 3+: 88.89% (11.11% penalty) ***# 2+: 86.11% (13.89% penalty) *'''Warlord Trait - Webway Walker''': Your Warlord can Deepstrike (9" from enemies, same as normal). In addition, you can use the Webway Assault Stratagem twice. *'''Stratagem - Capricious Reflections (1 CP)''': At the end of your opponent's Charge phase, a Veiled Path unit can make a Heroic Intervention as if they are a {{W40kKeyword|CHARACTER}}. **Unfortunately, it doesn't stack with '''Dramatic Entrance''', as it actually doesn't add the {{W40kKeyword|CHARACTER}} Keyword, but '''Dramatic Entrance''' requires it. *'''Remnant of Glory - Mirrorstave''': Replaces a miststave. Instead of having a Strength score, its wound rolls are equal to the target's unmodified WS (if used in melee) or the target's unmodified BS (if used in shooting). Obviously, this makes it excellent against characters and elite units but awful against cheap hordes. Ranged = 12" Assault 6 AP-1 Damage 1. Melee = AP-1, Damage D3. </div> </div>
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