Erasmus of Baal Posted November 15, 2010 Share Posted November 15, 2010 I was thinking about a concept I had been toying with in my head recently, that is, combining a Techmarine's reinforcing ability with a Scout squad's camo cloaks to get them effectively a 2++ save, when I hit upon the idea of going to ground. With three +1 modifiers to what is normally a 4+ roll, is it possible to create an auto-passing situation? Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/ Share on other sites More sharing options...
LPetersson Posted November 15, 2010 Share Posted November 15, 2010 is it possible to create an auto-passing situation? No, a 1 is always a failure when it comes to saves. Similar to how a 1 is still a failure to wound even when a S10 model has hit a T1 model... Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562509 Share on other sites More sharing options...
Hellios Posted November 15, 2010 Share Posted November 15, 2010 I was thinking about a concept I had been toying with in my head recently, that is, combining a Techmarine's reinforcing ability with a Scout squad's camo cloaks to get them effectively a 2++ save, when I hit upon the idea of going to ground. With three +1 modifiers to what is normally a 4+ roll, is it possible to create an auto-passing situation? You do get a fe advantages for having a 1+ cover save however... although I guess it would be rare... for example... and don't quote me on this but one of the things the Tau can do is put negative modifiers on cover saves so if you had a 1+ save light in fantasy if it was modified by 1 you would still pass on a 2+... and if you had a negative save you would need a lot of modifiers to make anything but a one fail. Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562532 Share on other sites More sharing options...
thade Posted November 15, 2010 Share Posted November 15, 2010 Helios is correct: Tau Markerlights can be spent to reduce a unit's Cover save (by one per Marker Light). For the purposes of mitigating this sort of save reduction, saves better than 2+ are useful. For actually making the save however, they are not, as 1s always fail. Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562575 Share on other sites More sharing options...
Tanhausen Posted November 15, 2010 Share Posted November 15, 2010 And could you stack Lysanders defense bolstering on top? so +1 for techomarine, +1 Lysander, +1 cammo + gone to ground... 0+ save for cover. Bring on the flamers ;) Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562581 Share on other sites More sharing options...
breng77 Posted November 15, 2010 Share Posted November 15, 2010 Well, even though a 1 always fails, you could give scouts a 2+ save without having to go to ground. Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562585 Share on other sites More sharing options...
Tanhausen Posted November 15, 2010 Share Posted November 15, 2010 Thanks for ruining my fun ;) Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562607 Share on other sites More sharing options...
greatcrusade08 Posted November 15, 2010 Share Posted November 15, 2010 And could you stack Lysanders defense bolstering on top? so +1 for techomarine, +1 Lysander, +1 cammo + gone to ground... 0+ save for cover. Bring on the flamers :) you can only bolster a ruin once Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2562775 Share on other sites More sharing options...
Erasmus of Baal Posted November 17, 2010 Author Share Posted November 17, 2010 See, the logic is that under the Go to Ground rules, it's not listed as improving the Cover Save by one--rather, the roll is given a +1 modifier, thus it can never be the 1 that fails. Is there anything that I missed in the rules that changes this? Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2564123 Share on other sites More sharing options...
SeattleDV8 Posted November 17, 2010 Share Posted November 17, 2010 And could you stack Lysanders defense bolstering on top? so +1 for techomarine, +1 Lysander, +1 cammo + gone to ground... 0+ save for cover. Bring on the flamers :devil: Err ....flamers ignore cover saves Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2564195 Share on other sites More sharing options...
DarKHaZZ13 Posted November 17, 2010 Share Posted November 17, 2010 And could you stack Lysanders defense bolstering on top? so +1 for techomarine, +1 Lysander, +1 cammo + gone to ground... 0+ save for cover. Bring on the flamers :devil: Err ....flamers ignore cover saves that was the point lol Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2564196 Share on other sites More sharing options...
Dan VK Posted November 17, 2010 Share Posted November 17, 2010 See, the logic is that under the Go to Ground rules, it's not listed as improving the Cover Save by one--rather, the roll is given a +1 modifier, thus it can never be the 1 that fails. Is there anything that I missed in the rules that changes this? Some models gain additional benefits from rules that may increase any of their saves by +1 or +2. However, no save (armour, cover or invulnerable) can ever be improved beyond 2+. A roll of a 1 always fails. BRB pg24 I understand your argument, that the modifier is applied to the number rolled and not to the Save value, but that is not how modifiers to Saves are applied. There is not a separate value for a Save beyond the number on the die. Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2565063 Share on other sites More sharing options...
Erasmus of Baal Posted November 17, 2010 Author Share Posted November 17, 2010 See, the logic is that under the Go to Ground rules, it's not listed as improving the Cover Save by one--rather, the roll is given a +1 modifier, thus it can never be the 1 that fails. Is there anything that I missed in the rules that changes this? Some models gain additional benefits from rules that may increase any of their saves by +1 or +2. However, no save (armour, cover or invulnerable) can ever be improved beyond 2+. A roll of a 1 always fails. BRB pg24 I understand your argument, that the modifier is applied to the number rolled and not to the Save value, but that is not how modifiers to Saves are applied. There is not a separate value for a Save beyond the number on the die. What I was looking for! I knew there had to be something wrong with it, thanks. Link to comment https://bolterandchainsword.com/topic/215107-scouts-techmarines-and-5th-ed-fun/#findComment-2565086 Share on other sites More sharing options...
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