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![[Post New]](/s/i/i.gif) 2008/01/10 08:12:02
Subject: Ork question.
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Fresh-Faced New User
Waynesboro, VA.
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This is really not a question about the Codex. But, one that has to question the intent on what the author meant by writing the Mob rule on page 31.
Mob rule states that the "Orks may always choose to substitute the number of Orks in their mob for the normal Leadership value." "If an Ork mob numbers 11 or more models, it has the Fearless special rule."
First question. What would be the numerical number on a Ork's Ld. If he had 30 of his buddies get hit with the Neural Shredder (uses target's Ld. value instead of Toughness to determine wounding. Strength 8.) from the Callidus Assassin?
Second question. What would there Ld. be if you use the Culexus Assassin.
There's another entry about their Ld. in the Weirdboy Psychic Powers. Page 37. second sentence. "Remember that a Weirdboy's Ld. is affected by Mob rule (see page 31.)
I hope to get a clear cut answer. Because I have a tournament this Sat. the 12.
I'm thinking that the highest it can go is 10 not 30!!!
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This message was edited 1 time. Last update was at 2008/01/10 08:13:10
Battle Standard of the Empire. |
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![[Post New]](/s/i/i.gif) 2008/01/10 10:26:43
Subject: Ork question.
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[MOD]
Making Stuff
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the real big e wrote:First question. What would be the numerical number on a Ork's Ld. If he had 30 of his buddies get hit with the Neural Shredder (uses target's Ld. value instead of Toughness to determine wounding. Strength 8.) from the Callidus Assassin?
"Orks may always choose to substitute the number of Orks in their mob for the normal Leadership value."
So it would be either the Ork's original Ld, or the size of the mob... whichever the Ork player chooses to use.
Second question. What would there Ld. be if you use the Culexus Assassin.
7. Unless they start lower.
If the Orks' Ld is more than 7 to begin with, the Culexis makes it 7.
If the Ork player chooses, he may substitute the mob size for their Ld... but then the Culexis makes it 7.
I'm thinking that the highest it can go is 10 not 30!!!
Base stats can only go to 10. There's nothing restricting in-game effects from making them higher than 10.
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![[Post New]](/s/i/i.gif) 2008/01/10 13:42:02
Subject: Re:Ork question.
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Regular Dakkanaut
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It seems strange that the Leadership value would be allowed to go that high. It means that psychic hoods are useless against orks and how does runes of warding work? I do not have my codex near by, but if you role twelve or more on three dice would you get your random psychic power and take an attack from the warp?
The Wraith
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![[Post New]](/s/i/i.gif) 2008/01/10 14:18:25
Subject: Ork question.
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Been Around the Block
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Disregarding the other questions, the wording of runes of warding seems pretty clear; the test is taken on 3 dice, and results of 12 or higher cause perils, regardless of whether the ld is 10 or 30.
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![[Post New]](/s/i/i.gif) 2008/01/10 15:06:56
Subject: Ork question.
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Fixture of Dakka
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Stats in general can not go above 10. Ever. Look at Dread's, even though they are Str6 base, their CCW's "double" only to 10.
I can't recall the rule book page, but I am fairly certain it is the rule.
The Ork morale is written very poorly in terms of the Callidus though. Another case of GW forgetting earlier rules when writing new ones.
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![[Post New]](/s/i/i.gif) 2008/01/10 16:21:09
Subject: Ork question.
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Regular Dakkanaut
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"All characteristics are measured on a scale from 0 to 10 (pg 12, BGB)," you can't go outside the range of a scale, 10 is the highest possible stat.
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![[Post New]](/s/i/i.gif) 2008/01/10 20:33:45
Subject: Ork question.
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[MOD]
Making Stuff
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Wehrkind wrote:Look at Dread's, even though they are Str6 base, their CCW's "double" only to 10.
That's because the rules for DCCWs specifically limit it to 10.
Imriel wrote:"All characteristics are measured on a scale from 0 to 10 (pg 12, BGB)," you can't go outside the range of a scale, 10 is the highest possible stat.
...unless a specific rule elsewhere over-rides the general rules for stats.
In this case, the Ork mob rule specifically allows you to swap a given number for the regular stat, with no limitation placed on that number going over 10. If there are more than 10 Orks, then their Ld will be more than 10.
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![[Post New]](/s/i/i.gif) 2008/01/10 22:38:57
Subject: Ork question.
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Longtime Dakkanaut
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Also look at attacks. They sometimes get over 10 also.
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![[Post New]](/s/i/i.gif) 2008/01/11 02:35:44
Subject: Ork question.
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Regular Dakkanaut
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insaniak wrote:
...unless a specific rule elsewhere over-rides the general rules for stats.
In this case, the Ork mob rule specifically allows you to swap a given number for the regular stat, with no limitation placed on that number going over 10. If there are more than 10 Orks, then their Ld will be more than 10.
Since when would you have to say when a general restriction is still in effect, unless the mob rule actually says the value can go above 10 it can't.
One can easily argue that the reason they make them fearless when the hit 11 or more models is the value can't go above ten.
coredump wrote:Also look at attacks. They sometimes get over 10 also.
by RAW, the Attack stat can't go above 10, no matter how many +A you get.
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![[Post New]](/s/i/i.gif) 2008/01/11 06:24:47
Subject: Ork question.
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[MOD]
Making Stuff
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Imriel wrote:unless the mob rule actually says the value can go above 10 it can't.
It does say that it can go above ten, by telling us we can use the size of the mob without any restriction being placed on that size.
The size of the mob is not a stat. It's a number that is replacing a stat.
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