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Warmachine/Tactics/Differences between Warmachine and 40k
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===Wounds/Boxes and Armour=== In Warhammer, a typical model has 1 wound, with the toughest of models having around 5-6, and most attacks will only inflict one wound per shot. In Warmahordes, most light and medium infantry have only a single box (the Warmahordes wound equivalent). Meanwhile, heavy infantry and special characters have between 5 and 8, warcasters/warlocks have between 14 and 20 (with Karchev the Terrible being in a class of his own), and most warjacks or warbeasts have in the range of 25-36. Serious heavy fire can be required to take down one of these monsters, but 'jacks and 'beasts also have "subsystems" marked on their damage tracks, and if these subsystems are destroyed, they might lose the ability to run or become much weaker in combat. Armor is another thing that works quite differently between the two games. In Warhammer, armor works as a set "save" roll that the model either gets or does not. A success means the model lives with no penalty, and a failure means the model either dies or loses a wound. In Warmahordes, ARM isn't a save, but a flat reduction to all incoming damage rolls. The attacker must roll 2d6 and add the strength of the attack, then beat the target's ARM in order to inflict damage. This makes taking damage much less binary than in Warhammer, and significantly reduces the chances of something like a stubber taking down somebody wearing three feet of powered armor.
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