horn+ dauntless LRB5
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- daz
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horn+ dauntless LRB5
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?
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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- Grumbledook
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Re: horn+ dauntless LRB5
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
but gutterrunner still need a double to get horns
but the rules are not very clear in that case
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- Grumbledook
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Re: horn+ dauntless LRB5
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
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
Greets,
gan
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

Greets,
gan
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Re: horn+ dauntless LRB5
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.
I think the way the rules have evolved and settled on these issues is nice and fair and balanced.
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Smeborg the Fleshless
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Re: horn+ dauntless LRB5
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.
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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- Grumbledook
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Re: horn+ dauntless LRB5
frenzy you have to gfi now as wellfunnyfingers 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.
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
On Jump Up I meant effectively is a 2+ roll for most players.
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