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![[Post New]](/s/i/i.gif) 2010/01/28 01:31:36
Subject: Buff/Debuff.
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Ridin' on a Snotling Pump Wagon
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Evening (well, morning strictly speaking) fellas, another quick Semi-NooB question for you.
In the current edition, how do you guys work out buff/debuff effects on units? For example, I have engaged your model in an Assault. You have an ability to increase your Initiative, and I have an ability to decrease your Initiative (Combat Drugs Vs Sonic Screech for example). In the past, IIRC the accepted method was you apply all your Pro's first, then my Con's are applied. So in this case, if you had I4, boosted to I5, you would wind up with I3 overall (rounding up).
Just trying to feel my way round gaming conventions in 40k these days, and couldn't find anywhere obvious in the rulebook this would apply.
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![[Post New]](/s/i/i.gif) 2010/01/28 01:36:45
Subject: Buff/Debuff.
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Hanging Out with Russ until Wolftime
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For mathematical modifiers (e.g. +x and *x) you would follow the rules of math (and the rules in the BRB). You would Divide First, Multiply Second, then Add and finally Subtract. Even if this causes the number to go above 10 or below 1 mid calculation, it doesn't matter, because the rules cap the value at the end. So if you were I2 anyway and had a -3 to Initiative you would be I1, but if you then got a +1 to your initiative, you would still be I1 (2-3+1=0 which is capped to 1). For modifiers that change it to a fixed number, well, they overrule mathematical modifiers imo. For example, if you have a Power Fist and an Effect that says "The Enemy model is Strength 1", you would double your strength first, then become Strength 1. Do you happen to have a specific example in mind btw?
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This message was edited 2 times. Last update was at 2010/01/28 01:40:21
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![[Post New]](/s/i/i.gif) 2010/01/28 01:43:20
Subject: Buff/Debuff.
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Ridin' on a Snotling Pump Wagon
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Not at the moment, but with all the jiggery pokery Nids can do to other peoples I values, I felt it wise to consult those better versed in the rules than I.
Happy to say it looks like the old Add then Subtract method is still in force!
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![[Post New]](/s/i/i.gif) 2010/01/28 04:04:27
Subject: Re:Buff/Debuff.
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Terrifying Treeman
The Fallen Realm of Umbar
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Oh yeah, mathematics still whoops you on the floor.
No, but seriously, IMHO Gwar! is infact correct you follow normal mathematical operators.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/01/28 07:57:44
Subject: Buff/Debuff.
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Quick-fingered Warlord Moderatus
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Mad Doc Grotsnik wrote:Combat Drugs Vs Sonic Screech for example
Not sure if there are other combat drugs I can't think of, but the Dark Eldar ones (if you do mean those), do not increase initiative but rather make you always strike first, effectively, they trump every other modifier and make you Initiative 11.
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Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).
-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers |
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