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2018/02/27 07:31:19
Subject: Might is Right and Power Klaw
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Been Around the Block
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Simple question, I read that the orks warlord trait "might is right" from Chapter approved (+1 S) applies before the x2 from the power klaw.
"Might is right: add 1 to this warlords strength characteristc"
Is it right or wrong? Because if its a modifier then it should be applied after the x2 according to the rulebook.
Is there something that makes it so that it doesnt count as a characteristic modifier?
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This message was edited 1 time. Last update was at 2018/02/27 07:48:04
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2018/02/27 07:37:04
Subject: Might is Right and Power Klaw
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Tough-as-Nails Ork Boy
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Power Klaw is Strength user * 2
The user is stength 6 + 1 = 7
So S14
The modifiers you talk about are rolls modifiers, here it is stated "add to strength characteristic".
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2018/02/27 07:53:33
Subject: Re:Might is Right and Power Klaw
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Been Around the Block
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From the rulebook:
"You may also encounter abilities and rules that modify a characteristic. All modifiers are cumulative, though you should apply any multiplication or division to the characteristic (rounding fraction up) before applying any addition or sustraction"
At no point it talks about roll modifiers... both +1 and x2 are strength modifiers
Edit: never mind, i guess the answer is where it says "if a weapon lists a modifier such as "+1" or "x2" you should modify the users CURRENT strength"
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This message was edited 1 time. Last update was at 2018/02/27 07:58:30
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2018/02/27 08:00:03
Subject: Might is Right and Power Klaw
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Grim Dark Angels Interrogator-Chaplain
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You need to keep up to date with FAQs. The first point in the Designers Commentary covers this situation:
Q: If a rule modifies a model’s Strength characteristic, and that model is equipped with a melee weapon that also has a modifier (e.g. ‘x2’), could you explain the order in which the modi ers are applied to the characteristics and the weapon’s Strength?
A: First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then apply any that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic.
For example, let’s imagine a model with a basic Strength characteristic of 3 is under the effects of two psychic powers: a friendly one that doubles their Strength characteristic, and an enemy one that subtracts 1 from their Strength characteristic. That model’s current Strength is therefore 5. If this model then fights with a weapon like a power fist, which has a Strength characteristic of ‘x2’, that attack will therefore be resolved at Strength 10.
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This message was edited 2 times. Last update was at 2018/02/27 08:01:09
Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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2018/02/27 08:49:57
Subject: Re:Might is Right and Power Klaw
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Been Around the Block
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Sooo. .. there are more faqs than in the faqs... why dont they just put it all in a single pdf... sorry for my ignorance, thank you.
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2018/02/27 09:01:08
Subject: Re:Might is Right and Power Klaw
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Regular Dakkanaut
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..........
I've been doing the str of my skarbrand/insensate rage wrong this whole time.
It's Str 16 on the charge
-_-
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2018/02/27 09:03:17
Subject: Re:Might is Right and Power Klaw
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Grim Dark Angels Interrogator-Chaplain
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Grotsnik1 wrote:Sooo. .. there are more faqs than in the faqs... why dont they just put it all in a single pdf... sorry for my ignorance, thank you.
No worries... and yes, the early way of releasing them was fine, but now the core three should really be rolled into one.
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2018/03/01 11:28:20
Subject: Might is Right and Power Klaw
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I've been doing this wrong as well.
In that case, the warlord trait actually makes sense.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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2018/03/01 15:55:55
Subject: Re:Might is Right and Power Klaw
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Been Around the Block
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Actually if you do some maths you end up that the normal +1A when you charge is better. OK the +1S doesnt require the charge but the only difference is against T7 and even then if you charge the damage is almost the same:
4 attacks hitting on 3s and wounding on 2s causes 2.24 wounds; 5 attacks hitting on 3s and wounding on 3s causes 2.22
So I would still be skipping this trait
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2018/03/01 18:24:03
Subject: Might is Right and Power Klaw
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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It does make sense on Thrakka though, because his additional attacks scale with strength, and I mostly use him for T7 hunting anyways.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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2018/03/02 03:06:12
Subject: Re:Might is Right and Power Klaw
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Been Around the Block
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Yeah with Ghazzy is more useful against T7
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