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Post by locklust on Oct 5, 2023 18:11:22 GMT
Can you go above 10 for ws/I/a from wounds caused or is it capped at 10
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Post by DiscoQing on Oct 5, 2023 18:18:34 GMT
No - stats are capped at 10 ☺️
Can you benefit from an additional hand weapon with 10 attacks on your statline?
The eternal question.
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Post by FvonSigmaringen on Oct 5, 2023 20:05:37 GMT
Unless specifically stated otherwise, normal rules apply. Basically, the only effect that could go above 10 is a random characteristic value.
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Post by locklust on Oct 6, 2023 5:53:08 GMT
Unless specifically stated otherwise, normal rules apply. Basically, the only effect that could go above 10 is a random characteristic value. That's interesting, does blood greed for minos work the same (I think it's blood greed) winning combat adds +1
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Post by FvonSigmaringen on Oct 6, 2023 8:46:22 GMT
Since the Blood Greed special rule does not specifically state otherwise, it is subject to the general limitation. Relevant rules: BRB p. 3: "All characteristics are rated on a scale from 0 to 10 — they cannot go below 0 or rise above 10." BRB p. 31: "Note that bonuses and penalties from Hex, Augment and other spells are cumulative, but normally cannot take any characteristics above 10 or below 1." BRB Official Update Version 1.9, p.6: Q: When a model has a random characteristic value, 3D6 or 2D6+2 for example, can that characteristic go above 10? (p3) A: Yes, this is an exception to the usual maximum. Here is one we prepared earlier. Main takeaways: Here is an exhaustive discussion: warhammer-empire.com/theforum/index.php?topic=48475.0Here is my conclusion (p. 4): There may be a way to merge all views. - All Attacks are part of the Attack characteristic (as per BRB p. 48) - The Attack characteristic cannot normally exceed 10 (as per BRB p. 3). - However, a random characteristic value can go above 10 (as per FAQ). If you have a fixed number of Attacks at the start of a round of close combat, this cannot exceed 10. This includes all the Attacks (from whatever source) you actually can count: profile, weapons, active spells, special rules (Frenzy, Bloodgreed...) Attacks from some special rules like Blood Fury etc. are part of the Attack characteristic, but are not fixed - you do not know at the beginning of a round of close combat how many Attacks that will deliver. Models with such a rule can be said to have a random characteristic value, and thus fall under the FAQ. This could be just as valid as a total cap on Attacks; and an FAQ seems warranted - but that is unlikely to be forthcoming. Yep. Same for the Random Movement special rule: BRB p. 74: Models with the Random Movement special rule do not have a Movement characteristic. Therefore, it cannot be capped at 10. And as per FAQ (Official Update Version 1.9 p.14): Q: Does Birona’s Timewarp affect units with the Random Movement or other movement special rules? (Reference) A: Yes, however far they can normally move, it will be doubled. For example, a unit with the Random Movement (2D6) special rule rolls a 9. This would then be doubled to 18. Since we are on the subject: 1. Note that for WS, BS, S & T, the BRB charts simply do not foresee possibility to resolve cases > 10. 2. Even with the cap, a characteristic > 10 is still useful, because there are always hexes or other effects that may lower the value. That said, the BRB does not specify how to calculate the characteristic values. In my view, the easiest and most consistent way would be to add all the boni and mali, and at the end apply the cap, if necessary. I consider this to be a simple calculation, not a sequencing of rules. However, I have noticed others argue that this falls under the Sequencing rule, in which case the player whose turn it is chooses the order of the calculation. That does not change anything in the turn of the controlling player, but the opposing player could first add up all the boni, apply the cap if > 10, and then subtract the mali, leading to a value < 10.
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Post by Luigino on Oct 11, 2023 1:36:17 GMT
On the same subject, is there really any way to reduce a model's T to 0? What I'm asking is, are there any combination of spells, abilities and equipment that could kill enemy models without actually wounding them?
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Post by rahotep75 on Oct 11, 2023 5:47:54 GMT
On the same subject, is there really any way to reduce a model's T to 0? What I'm asking is, are there any combination of spells, abilities and equipment that could kill enemy models without actually wounding them? The Skaven spell Wither permanently reduces a models toughness by 1 and it specifies that models reduced to Toughness 0 are removed as casualties. Fortunately for Skaven opponents, they don’t have access to any of the other lores that can temporarily reduce Toughness, so it would take multiple casts over several turns to kill a unit.
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