WickedJester1013 Posted July 4, 2020 Share Posted July 4, 2020 I haven’t gotten a chance to read in detail, but word is that to hit and to wound rolls are capped at +1/-1. Does this mean if a weapon like powerfist and thunder hammers already have a -1 to hit we ignore all over modifying abilities? So with hunters unleashed space wolves can never hit worse than our weapon skill in the first round of combat? Link to comment https://bolterandchainsword.com/topic/364894-hunters-unleashed/ Share on other sites More sharing options...
Dark Shepherd Posted July 4, 2020 Share Posted July 4, 2020 Not sure if its been confirmed for melee not just shooting but those two just cancel each other out already, but something else could still affect it, to a net maximum of plus or minus one Link to comment https://bolterandchainsword.com/topic/364894-hunters-unleashed/#findComment-5555195 Share on other sites More sharing options...
Rune Priest Jbickb Posted July 5, 2020 Share Posted July 5, 2020 (edited) The cap is after all modifiers have been applied so if you are -1 to hit cuz powerfist, -1 to hit cuz slaanesh weirdness, +1 to hunters unleashed, then you are -1. If the next turn you were still in combat and would be -2 cuz power fist and more slaanesh weirdness but hunters unleashed was off you would be still at -1 not -2. Likewise if you charge with hunters unleashed and some other +1 making a +2 you only get the +1. Long and short add up all modifiers and if positive you get +1 if negative you get -1 and if 0 you get no bonus. Assuming it work like shooting of course Edited July 5, 2020 by Rune Priest Jbickb Link to comment https://bolterandchainsword.com/topic/364894-hunters-unleashed/#findComment-5555204 Share on other sites More sharing options...
Valerian Posted July 5, 2020 Share Posted July 5, 2020 Add and subtract all applicable modifiers, and then cap at +1 or -1. Link to comment https://bolterandchainsword.com/topic/364894-hunters-unleashed/#findComment-5555217 Share on other sites More sharing options...
Debauchery101 Posted July 5, 2020 Share Posted July 5, 2020 (edited) I honestly feel like the ultimate cap of 1 as a modifier is going get removed or extended to 2 at least. Especially with natty 6s always hit or wound...or maybe have modifiers that are applied to different stages of the dice rolling There is too much value tallied into units across the whole game that ties having hit/wound modifiers...which has cheapened some armies and units to a large degree. Most notably flyers, eldar and stealth armies. If they dont relent on the cap or adjust costs then they need to add mechanics to represent those hard to hit units. Maybe reduction in range, shot count modifiers or FNP/invul saves My 2 games vs orks just was pretty surprising. I took so many more shooting wounds for the shot count than in 8th. Even some of the stratagems are useless now or at the least over costed now. What I feel is the biggest sting is that certain Marine Chapters are chosen for their base line abilities that include modifiers. Space wolves get screwed the worst in that regard. We dont have the option to make a successor chapter and take different traits. Edited July 5, 2020 by Debauchery101 Link to comment https://bolterandchainsword.com/topic/364894-hunters-unleashed/#findComment-5555238 Share on other sites More sharing options...
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