Talissera 1 Posted March 18, 2014 Hello, guys. There is some question: I remember that somewhere in rules of one of books (DH, RT, OW, BC, DW) was a rule about summarizing: sum of stat and bonuses cannot exceed 80 for combat. Now I have found only a rule about summarizing bonuses (+-60). Does it mistake? Quote Share this post Link to post Share on other sites
Errant 185 Posted March 18, 2014 +60 cap is the only one I'm aware of. Quote Share this post Link to post Share on other sites
Erathia 648 Posted March 18, 2014 I've also only ever been aware of a cap of +/-60 on bonuses. It's important to keep track of it up until the roll, because if your players exceed +60 (which happens often in Rogue Trader) then your penalties get applied to the unmodified roll and are rounded to 60. Quote Share this post Link to post Share on other sites
Talissera 1 Posted March 18, 2014 And what's about situations, when in combat character has stat+bonus=100+? Quote Share this post Link to post Share on other sites
Errant 185 Posted March 19, 2014 Roll the stat per normal, count degrees of success, note any jams or such that might occur. Quote Share this post Link to post Share on other sites
Amazing Larry 127 Posted March 19, 2014 You might want to implement a house rule where a 100 on a non-opposed test is always a failure regardless of the modified characteristic. Also keep in mind that even a tech priest with a cortex implant, multitool, data-probe and cybernetic arm is still probably going to have have at least a ten percent chance to fail a hellish -60 tech use roll. Likewise eldar are still going to have a hard time dodging every shot from a full auto burst from a shooty arch militant, or avoid multiple grenades and or flamer cones. Quote Share this post Link to post Share on other sites
Talissera 1 Posted March 19, 2014 And in melee there is a chance to win in feint action and degree challenge.Thank you guys. Quote Share this post Link to post Share on other sites
Kasatka 157 Posted March 19, 2014 I had a Rogue Trader who started off with (iirc) 64 Fellowship. Yup. Add to that Peer, Good Reputation, +20 in a social Interaction skill and Talented for the same skill... i was regularly needing to roll under 120!But that's why a house rule that all rolls of 1-5 pass and all rolls of 96-100 fail, regardless of other modifiers. 1 Drachdhar reacted to this Quote Share this post Link to post Share on other sites
Talissera 1 Posted March 19, 2014 There is no difficulties in hth combat and no degrees of success except feint action. That's the main problem. Quote Share this post Link to post Share on other sites
Kasatka 157 Posted March 19, 2014 There's always modifiers. Environmental ones are most often completely overlooked, like uneven floor due to movement or loose floor tiles, gravity effects, heavy rain wind or snow, lighting. Then you have things like high/low ground relative positioning, target being unaware, various other status conditions and Talents that can add bonuses or offset penalties... Quote Share this post Link to post Share on other sites
Darth Smeg 234 Posted March 19, 2014 Weapon Craftsmanship, Bonuses of outnumbering and Talents that affect these, All-out or Guarded Attacks, etc. Quote Share this post Link to post Share on other sites
Amazing Larry 127 Posted March 19, 2014 Positive Ballistic Modifiers: Arch Militant special ability favored weapon class +10 Short Range (half listed or less) +10 Point Blank (2m or closer does not stack with short) +30 Aiming half action +10 Aiming full action +20 Aiming weapon with ACCURATE special rule additional +10 Firing from prone +10 Against a Stunned Enemy +20 Against an unaware or surprised enemy +30 Negative Ballistic Modifiers: Against an enemy that ran his last turn -20 Against a prone enemy farther than point blank -10 Long range (rangex2) -10 Extreme Range (rangex3) -30 Against a flyer at low altitude -10 Firing from a vehicle that made a half move it’s last turn -10 Firing from a vehicle that made a full move it’s last turn -20 Shooting into melee (unless target or all involved friendlies are unaware/incapacitated) -20 Heavy Precipitation/Strong Wind/Bad Conditions -20 Fog/Mist/Shadow/Smoke -20 In Darkness -30 While Fatigued -10 While Pinned -20 While Blinded a character fails automatically For SIZE modifiers see pg 249 core rulebook, size effects ballistic tests but not WS tests. Jamming single 97-00, semi-auto burst or full auto 94-00, unreliable weapons 91-00 Positive Melee Modifiers: Charging +10 Ganging up on an enemy with one ally +10 Ganging up on an enemy with two or more allies +20 Higher Ground +10 Against a prone enemy +10 Against an unaware/surprised target +30 Against a stunned target +20 Melee attacks against unconscious/helpless targets always succeed and add an additional die to damage roll Negative Melee Modifiers: While fatigued -10 Attacking or dodging in difficult terrain -10 Attacking or dodging in arduous terrain -20 In Darkness -20 While Blind -30 Attacking while Prone -10 Dodging while Prone -20 (including dodging ballistic weapons) Unarmed attack vs enemy holding melee weapon -20 Copy paste this and print it out, it makes combats much faster if everyone has a copy on hand. You're welcome. 4 Routa-maa, Errant, Drachdhar and 1 other reacted to this Quote Share this post Link to post Share on other sites