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RagnarokRose
u a MILLION wus and only then shall you become the MISTRESS
u a MILLION wus and only then shall you become the MISTRESS
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Post by RagnarokRose » Mon Jan 03, 2011 10:59 am

*blink* AAAAWARHEADTHINKSIMARULESLAWERAAAAA

wait, what

I believe the reason for that is because it's the absolute end of both spectrums, representing your luck overall. Even if you've got a -5 mod on the dice, it's possible to roll a natural 6 and beat the odds. That doesn't mean you automatically fail, it just means you're far more likely to.

And Warhead, if I rightly understand 40k, that was a rather reasonable statement relatively on my part.
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Warhead
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Post by Warhead » Mon Jan 03, 2011 11:10 am

Ross_Varn wrote:*blink* AAAAWARHEADTHINKSIMARULESLAWERAAAAA

And Warhead, if I rightly understand 40k, that was a rather reasonable statement relatively on my part.
Yeah, I was an unreserved arse, no excuses.
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RagnarokRose
u a MILLION wus and only then shall you become the MISTRESS
u a MILLION wus and only then shall you become the MISTRESS
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Post by RagnarokRose » Mon Jan 03, 2011 11:22 am

Heh. I certainly know how that feels.
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Warhead
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Post by Warhead » Mon Jan 03, 2011 11:24 am

:shock: You feel my arse?!
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RagnarokRose
u a MILLION wus and only then shall you become the MISTRESS
u a MILLION wus and only then shall you become the MISTRESS
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Post by RagnarokRose » Mon Jan 03, 2011 11:26 am

No, dumbass, I know how it feels to act like a total unmerited arse after a bum-suck day at work.

Aaand that came out wrong. :D
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Warhead
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Post by Warhead » Mon Jan 03, 2011 11:36 am

:D Oh, great. Thanks... wait! :shock: Hey! :?
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Lt. Krus
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Post by Lt. Krus » Mon Jan 03, 2011 4:56 pm

I imagine the book has been going faster since Goatse Bunker ended, stubby?

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*CRAZYHORSE*
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Post by *CRAZYHORSE* » Mon Jan 03, 2011 7:08 pm

It probably has.

I still think it's weird that there is a significant difference between a 1D8 and a 1d6+1

1d8
Minimum roll: 1
Maximum roll: 8 (+bonus dice)

1D6+1
Minimum roll: 2
Maximum roll: 7 (+bonus dice)

I also always get confused with what to do with all those +1's when dealing with combined fire on a squad.
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Post by OneEye589 » Tue Jan 04, 2011 1:17 am

stubby wrote:Wait, I didn't give this idea enough credit when I read it the first time. This would definitely help balance out the lower frequency of Overskill on the higher Skill dice levels. Roll a 10 on d10, get an extra d10. But any further exploding dice off of that would still be d6es I think.
My house rules say you add bonus dice of the same type of dice you get a max on. An extra d10 for a 10, extra d8 on a d8. I know that's not how it is in the rules, but it just makes more sense and is simpler to me.

Also, for explosions, it seems way more awesome and crazy to just say that an explosion to increase in size. If I get one extra bonus d10 on a 2d10 explosion, I make the radius into 6" and the damage dice into 3d10.
*CRAZYHORSE* wrote:I also always get confused with what to do with all those +1's when dealing with combined fire on a squad.
Chapter 5.1: "The main effect of this Combined Attack is that the Damage from all participants is added together and applied in a single massive sum..."

It's as simple as that. You roll damage for every attack, so if you have two 1d6+1 weapons firing, you roll damage (1d6+1) twice and add the sum together.

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Post by Arkbrik » Tue Jan 04, 2011 2:42 pm

I found a typo in the d4 description, Fancy Dice chapter:

"As far as minimum performance stadards go, this isn't a tough one to meet, but a d4 can't manage even that much."

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Post by *CRAZYHORSE* » Wed Jan 05, 2011 11:47 am

OneEye589 wrote:
*CRAZYHORSE* wrote:I also always get confused with what to do with all those +1's when dealing with combined fire on a squad.
Chapter 5.1: "The main effect of this Combined Attack is that the Damage from all participants is added together and applied in a single massive sum..."

It's as simple as that. You roll damage for every attack, so if you have two 1d6+1 weapons firing, you roll damage (1d6+1) twice and add the sum together.
Yes but then you have to distribute the damage over a squad.

Distributing Damage Chapter 8.5
Multiple Attacks
Starting with the largest and proceeding in order, the defending player assigns the Damage Rolls to each member of the Squad until every Squaddie has taken a hit. If any Squaddies survive and there's still more Damage to deal out, the process is repeated on the survivors until there's either no more Damage Rolls or no more Squaddies.
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OneEye589
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Post by OneEye589 » Wed Jan 05, 2011 11:23 pm

1d6+1 is one damage roll.

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Arkbrik
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Post by Arkbrik » Thu Jan 06, 2011 4:12 am

If you don't mind increased casualties you can just add all the damage together, then split it up to kill as many figs as possible.

Example: A squad of minifigs takes 17 damage. 5 damage is needed to kill a minifig, so three figs die and 2 damage is left over.

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Zahru II
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Post by Zahru II » Thu Jan 06, 2011 5:22 am

Exactly how I do it.
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Post by Lt. Krus » Thu Jan 13, 2011 8:29 pm

An update, Stubby?

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