horn+ dauntless LRB5

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daz
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horn+ dauntless LRB5

Post by daz »

Hi!
Can someone (BBRC if possible) can answer this question?

I take an example:

1gutter runner 16 XP with this 2 skills (horn+ dauntless LRB5) is blitzing a black orc 0XP alone (without assist)


What does happen ?

This gutter has Strenght 4 max (1 dice) or 5 (2 dice) max?

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Grumbledook
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Post by Grumbledook »

you add horns before dauntless in LRB5

so the combo doesn't work as before

so vs a black orc you would be ST2 + Horns = ST3 then you roll for dauntless to give you ST4 if it succeeds

so 1 dice in your example

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Post by daz »

Ok!
Thanks.
It's a shame. Why couldn't we use dauntless before horns?

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Post by Grumbledook »

because all the mutations were tweaked somewhat due to some teams getting mutations on normal rolls

that and dauntless is no longer a trait, so gutter runners can get it on a normal skill

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Post by GalakStarscraper »

Grumbledook wrote:because all the mutations were tweaked somewhat due to some teams getting mutations on normal rolls

that and dauntless is no longer a trait, so gutter runners can get it on a normal skill
Correct on both counts.

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Post by bjcantwell »

Note that horns is still not useless in this case, since it is easier to pass the Dauntless roll at ST 3 v ST 4 than ST 2 v ST 4.

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Post by daz »

thx mates!

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Re: horn+ dauntless LRB5

Post by Flix »

that answer i was searching about too. very cool to get one.

but gutterrunner still need a double to get horns

but the rules are not very clear in that case

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Re: horn+ dauntless LRB5

Post by Grumbledook »

Dauntless now says you roll after modifications, maybe its the translation you aren't finding clear, this is one I think is actually rather clear cut.

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Re: horn+ dauntless LRB5

Post by gandresch »

Hi,

Dauntless:
... The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers.

Horns:
A player with Horns may use them to butt an opponent. Horns adds 1 to the player’s Strength for any block(s) he makes during a Blitz Action.

There are certainly more confusing formulations in the lrb than that :D

Greets,
gan

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Re: horn+ dauntless LRB5

Post by Smeborg »

There was a problem with the way Horns + Dauntless worked in 3rd Ed. Blitzing Gutter Runners with this combo could easily take down Treemen.

I think the way the rules have evolved and settled on these issues is nice and fair and balanced.

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Re: horn+ dauntless LRB5

Post by funnyfingers »

I don't think it was really a problem in LRB4. I think it more likely is that dauntless is a normal skill instead of a trait now and therefore would be much easier to get the combo. Each trait that is now a normal skill was dinged this way.

Stand Firm -> can't dodge without consequence
Frenzy -> fend
Foul Appearance -> split up
NoS -> in passing now?
Leader -> in passing now?
Jump Up -> must roll 2+ for most players to block after jump up or stay down.

Maybe this isn't the real reason they changed Horns and Dauntless, but goes along with it.

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Re: horn+ dauntless LRB5

Post by Grumbledook »

funnyfingers wrote: Stand Firm -> can't dodge without consequence
Frenzy -> fend
Foul Appearance -> split up
NoS -> in passing now?
Leader -> in passing now?
Jump Up -> must roll 2+ for most players to block after jump up or stay down.

Maybe this isn't the real reason they changed Horns and Dauntless, but goes along with it.
frenzy you have to gfi now as well
yes to NOS and Leader
Jump Up is AG roll +2 not a 2+ roll
Dauntless doesn't combine with horns any more for exactly that reason, gutter runners get it on a normal roll now, instead of the combo being two doubles.

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Re: horn+ dauntless LRB5

Post by funnyfingers »

On Jump Up I meant effectively is a 2+ roll for most players.

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