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horn+ dauntless LRB5
Posted: Mon Jun 29, 2009 12:12 pm
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?
Posted: Mon Jun 29, 2009 12:15 pm
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
Posted: Mon Jun 29, 2009 12:40 pm
by daz
Ok!
Thanks.
It's a shame. Why couldn't we use dauntless before horns?
Posted: Mon Jun 29, 2009 12:44 pm
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
Posted: Mon Jun 29, 2009 1:09 pm
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.
Galak
Posted: Mon Jun 29, 2009 2:27 pm
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.
Brian
Posted: Mon Jun 29, 2009 4:11 pm
by daz
thx mates!
Re: horn+ dauntless LRB5
Posted: Fri Feb 05, 2010 1:23 pm
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
Re: horn+ dauntless LRB5
Posted: Fri Feb 05, 2010 1:34 pm
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.
Re: horn+ dauntless LRB5
Posted: Fri Feb 05, 2010 1:35 pm
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
Greets,
gan
Re: horn+ dauntless LRB5
Posted: Sat Feb 06, 2010 6:44 pm
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.
Re: horn+ dauntless LRB5
Posted: Tue Feb 16, 2010 6:58 pm
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.
Re: horn+ dauntless LRB5
Posted: Tue Feb 16, 2010 7:11 pm
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.
Re: horn+ dauntless LRB5
Posted: Wed Feb 17, 2010 2:58 pm
by funnyfingers
On Jump Up I meant effectively is a 2+ roll for most players.