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Talissera

Bonus stacking

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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?

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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.

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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.

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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.

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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...

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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.

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