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		<title><![CDATA[Latest posts for the thread "Question on New Shooting Phase"]]></title>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ Sorry if this is a repeat thread, but I can't find the answer anywhere on Warhammer-community or when I looked through the forums.<br /> <br /> When it lists Ballistic Skill and Weapon Skill it lists as 3+. They have things like what was previously snap fire listed as -1. They said this is modified off a base die number.<br /> <br /> The issue is I can't find <i>what</i> that base die number is.<br /> <br /> Beyond that do armour saves basically still work the same?  <br /> <br /> Thanks in advance.]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 16:04:13]]> GMT</pubDate>
				<author><![CDATA[ Hatachi]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ The modifier applies to whatever you roll on the dice (That is the "base die number")<br /> So if you roll a 3 you'd count it as a 2 if you had a -1 modifier.<br /> <br /> So with a -1 to hit a <span class="glossaryitem" onmouseover='gp(14);'>Bs</span> 3+ model would need to roll a 4+ to hit]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 16:12:39]]> GMT</pubDate>
				<author><![CDATA[ Jbz`]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ It's just counter intuitive because of the double negative. <br /> <br /> +3 hit chance, with a -1 hit modifier is read as: +3 - (-1) = +4, making your hit chance worse. ]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 16:49:44]]> GMT</pubDate>
				<author><![CDATA[ Marmatag]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ I think it is because we are used to applying modifiers to a stat not to a die roll.  currently if something is -1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> it would be BS4 - 1 = BS3 then check table for new to hit value.<br /> <br /> In new <span class="glossaryitem" onmouseover='gp(3);'>40k</span> instead you apply the modifier to the diceroll.<br /> <br /> So a -1 to hit roll would work as you roll the dice and then subtract 1 from it.  <br /> <br /> Ex.  You shoot and roll a 3 on the dice.  3-1 means your roll is now a 2.  So if you hit on a 3+ you have now missed.<br /> <br /> Essentially it amounts to the same thing as adding 1 to the value needed to hit the target, and that is probably the easier way to think of it. ]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:01:37]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ Yeah that's equivalent too. Personally I find it easier to compute success and say "hitting on 4s!" rather than "hitting on 3s but subtracting 1 from the result of my rolls!" <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:09:03]]> GMT</pubDate>
				<author><![CDATA[ Marmatag]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ While what has been said here is true there is something that is being left out, and I only bring this up because dice modifiers are a huge thing <span class="glossaryitem" onmouseover='gp(694);'>AoS</span>.<br /> <br /> If you have an effect that triggers on a 6, like a mortal wound (this is a common effect in <span class="glossaryitem" onmouseover='gp(694);'>AoS</span>), and you have a -1 to hit/wound you can never roll a 6 to activate the trigger because you actually rolled a 5.<br /> <br /> Simply put its your dice roll (3) +/- dice modifiers (1) = final roll (4 or 2 respectively)]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:10:05]]> GMT</pubDate>
				<author><![CDATA[ BomBomHotdog]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ that is actually a very interesting difference.  That would also mean if you have a +1 modifier and re-roll 1s you would never get that re-roll.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> though there might be some difference to that though, because if it works that way terminators in cover can never fail an unmodified save.]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:15:59]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/725561/9356711.page"><b>Breng77 wrote:</b></a><br/>that is actually a very interesting difference.  That would also mean if you have a +1 modifier and re-roll 1s you would never get that re-roll.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> though there might be some difference to that though, because if it works that way terminators in cover can never fail an unmodified save.</div></blockquote><br /> <br /> If they go by the same modifier rules in <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> then they are applied <i>after</i> all rolls. Meaning you can still re-roll your 1s and then the modifier is applied to the second roll. Also you would not get to re-roll 2s by the same logic]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:26:40]]> GMT</pubDate>
				<author><![CDATA[ BomBomHotdog]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ If it's off the dice then it could result in some odd results;<br /> <br /> 1d6 (-1 Night fighting) (-2 hard cover) (-2 refactor fields) doesn't always hit on a die roll of a 6. If your ballistic skill is a 3+ <br /> <br /> That assumes bonuses and penalties are cumulative. And there isn't a rule that says 6 always hits and 1 almost misses. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 17:44:56]]> GMT</pubDate>
				<author><![CDATA[ Youn]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/725561/9356780.page"><b>Youn wrote:</b></a><br/>If it's off the dice then it could result in some odd results;<br /> <br /> 1d6 (-1 Night fighting) (-2 hard cover) (-2 refactor fields) doesn't always hit on a die roll of a 6. If your ballistic skill is a 3+ <br /> <br /> That assumes bonuses and penalties are cumulative. And there isn't a rule that says 6 always hits and 1 almost misses. <br /> </div></blockquote><br /> <br /> Well cover adds to the Save roll and we don't know by how much yet. Night Fighting might not be a thing either. Not being able to hit could be a possibility but would probably require a decent amount of resources on a single unit]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 18:31:39]]> GMT</pubDate>
				<author><![CDATA[ BomBomHotdog]]></author>
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				<title>Question on New Shooting Phase</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/725561/9356675.page"><b>Breng77 wrote:</b></a><br/>I think it is because we are used to applying modifiers to a stat not to a die roll.  currently if something is -1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> it would be BS4 - 1 = BS3 then check table for new to hit value.<br /> <br /> In new <span class="glossaryitem" onmouseover='gp(3);'>40k</span> instead you apply the modifier to the diceroll.<br /> <br /> So a -1 to hit roll would work as you roll the dice and then subtract 1 from it.  <br /> <br /> Ex.  You shoot and roll a 3 on the dice.  3-1 means your roll is now a 2.  So if you hit on a 3+ you have now missed.<br /> <br /> Essentially it amounts to the same thing as adding 1 to the value needed to hit the target, and that is probably the easier way to think of it. </div></blockquote><br /> <br /> modifiers in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and Warhammer have <i>always</i> applied to the <i>die roll</i>, not the target number (except in 7th edition <span class="glossaryitem" onmouseover='gp(3);'>40k</span> where some effects would modify a model's <span class="glossaryitem" onmouseover='gp(14);'>BS</span>). It got a bit subtle at times. For example, the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> chart used to run from <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1-&gt;6 to hit, down to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5-&gt;2+ to hit, and then kept on going; BS7-&gt;1+, BS8-&gt;0+, BS9-&gt;(-1)+ and BS10-&gt;(-2)+ Most of the time the &quot;rule of 1&quot; meant that <span class="glossaryitem" onmouseover='gp(14);'>BS</span> &gt;5 wasn't particularly relevant, but in 1st and 2nd edition it meant that high-<span class="glossaryitem" onmouseover='gp(14);'>BS</span> models could soak up a lot of negative to hit mods before it affected their accuracy.<br /> <br /> For example, a Vindicare Assassin with BS8. Ignoring for the moment any modifiers from weapons, hits his target if I roll anything but a &quot;natural&quot; 1 on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. So, what do I need to hit if the target is in hard cover (-2 to hit)? A 4? (4-2 = 2) No. Anything but a 1, still. (A die roll of 2, then apply the -2 modifier so my final score is 0. What do I need to hit? 0 or more!)<br /> <br /> In 8th edition, that's not going to be quite the same, as I doubt any model will have a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 1+ (even if the rule of 1 still applies), but I think it does apply in Shadow War: Armageddon.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 May 2017 21:14:10]]> GMT</pubDate>
				<author><![CDATA[ AndrewGPaul]]></author>
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