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  #1  
Old 06-05-2009, 03:15 AM
nixon1411
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Default Clerics

I've just bought & read through the 2nd ed HOTT rules (as I re-base my GW Dwarves as an engineering Guild expeditionary force)
In way of magical protection I was planning on having a Runesmith classed as a cleric; the Cleric description on page 8 says "They hinder all magic in their vicinity" but I can't find any rules or combat factors that would facilitate this. Am I missing something here..??

thanks in advance
Bob Mcleish
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Old 06-05-2009, 03:29 AM
The Last Conformist
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It's in the first entry in the tactical factors table in the combat section.
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  #3  
Old 06-05-2009, 03:37 AM
Richard Lee
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What a cleric or paladin does is to give a positive tactical factor to the target of a spell. See page 22, 'Tactical Factors' section, first factor of 'Tactical Factors' table:


Quote:
+2 Count this factor (once only) if either of the following apply:
  • If it is being bespelled and the shortest line from the main bespeller crosses running water or within 600p of a cleric or paladin (friendly or enemy).
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  #4  
Old 06-05-2009, 03:43 AM
nixon1411
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Thanks very much for the prompt replies - I should stick to reading the sports pages until I'm fully awake on the train....!!

cheers
Bob Mcleish
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