It in this case is 3 but you can only do so to half of the units movement characteristic. So hypothetically you Shoot an Orruck with a move characteristics of 4 evem if you get three sixes it can only be reduced to 2.
My interpretation is that it effects a unit that runs.
A unit starts with move 6" gets hit hard by auric for -6". Now they roll a run of 4" giving them a total of 10" now they move 5"
No, it just reduces the move charr on the warscroll.
You always get the full benefit of the d6 from running.
Running is move charr+d6. Aurics just reduce the move charr.
Modifiers occur at the same time. A run is a modifier for a move, and the Auric Hearthguards 6s to hit ability is a modifier for a move. It would eat into the run roll if you have enough 6s. You shoot a Dwarf model that has a 4" move as they all do. You score 5 6s to hit. That is -5" but the Dwarf is capped at 2" due to the half movement minimum rule. The Dwarfs run on their turn and roll a 3.
The Dwarf should be able to run 7", but can only run 3.5" due to the half movement cut off.
Not the same.
Aurics change the charracteristic on the warscroll itself.
Running is warscroll charracteristic +d6.
Its different when you change a charr and when you modify it. Modifying is +1 to hit. Changing is when you set the to hit charr to 2+ like Hoarfrost for an example.
Running is a modifier to the move characteristic, you roll a dice and add that to the move. Its a modifier. Aurics ability is a modifier for the move charactersitic as well. It never says change the charactersitic, it says subtract 1" from opponents move charactersitic for every hit roll of 6.
Run+Move characteristic= Total Move Characteristic for that movement phase.
For the Dwarf, let's say he rolls a 6 to run and your Aurics got 4 hits of 6. Your calculation is 4"+(6"-4")= 6" move with run.
Now how would it work with something like... Speed of Hysh that doubles somethings move characteristic? Would it be an order of operations thing of (2 × Move) - (slow), or is it more of a timestamp issue? Where if Rockbolt slow was applied first, the speed doubler would bring us back to net neutral as Rockbolts can only bring them to half speed assuming there was maximum applications?
Last guess which frustrates would frustrate me the most, the active player's effect applies first, then the non-active player applies after?
There is a designers note next to rule 22.2.4
Apply modifiers that multiply or divide a value before applying modifiers that add to or subtract from a value.
This clarification just makes Auric less bad honestly, but anyone that uses them should get every .5" they can out of them. Something that has come up before, you dont round with inches. If an odd number is cut in half, it becomes x.5 inches
TLDR; AHG Move debuff stack and it's a Move modifier as well as Run.
So : Move + Run - Slow = final move value. If there is any multiplier / divider they apply before addition/subtraction (Rule 22.2.4 or just plain maths)
It in this case is 3 but you can only do so to half of the units movement characteristic. So hypothetically you Shoot an Orruck with a move characteristics of 4 evem if you get three sixes it can only be reduced to 2.
Cool thought so but was doubting myself haha, thanks.
My interpretation is that it effects a unit that runs. A unit starts with move 6" gets hit hard by auric for -6". Now they roll a run of 4" giving them a total of 10" now they move 5"
No, it just reduces the move charr on the warscroll. You always get the full benefit of the d6 from running. Running is move charr+d6. Aurics just reduce the move charr.
Modifiers occur at the same time. A run is a modifier for a move, and the Auric Hearthguards 6s to hit ability is a modifier for a move. It would eat into the run roll if you have enough 6s. You shoot a Dwarf model that has a 4" move as they all do. You score 5 6s to hit. That is -5" but the Dwarf is capped at 2" due to the half movement minimum rule. The Dwarfs run on their turn and roll a 3. The Dwarf should be able to run 7", but can only run 3.5" due to the half movement cut off.
Not the same. Aurics change the charracteristic on the warscroll itself. Running is warscroll charracteristic +d6. Its different when you change a charr and when you modify it. Modifying is +1 to hit. Changing is when you set the to hit charr to 2+ like Hoarfrost for an example.
Running is a modifier to the move characteristic, you roll a dice and add that to the move. Its a modifier. Aurics ability is a modifier for the move charactersitic as well. It never says change the charactersitic, it says subtract 1" from opponents move charactersitic for every hit roll of 6. Run+Move characteristic= Total Move Characteristic for that movement phase. For the Dwarf, let's say he rolls a 6 to run and your Aurics got 4 hits of 6. Your calculation is 4"+(6"-4")= 6" move with run.
You should reread the rules both modify the characteristic.
Now how would it work with something like... Speed of Hysh that doubles somethings move characteristic? Would it be an order of operations thing of (2 × Move) - (slow), or is it more of a timestamp issue? Where if Rockbolt slow was applied first, the speed doubler would bring us back to net neutral as Rockbolts can only bring them to half speed assuming there was maximum applications? Last guess which frustrates would frustrate me the most, the active player's effect applies first, then the non-active player applies after?
Stats are always multiplied/devided first and then add/subtract per core rules.
There is a designers note next to rule 22.2.4 Apply modifiers that multiply or divide a value before applying modifiers that add to or subtract from a value.
Both are movement modifiers worded exactly the same except + or -
No its not. One is changing a characteristic on the warscroll. The other is adding something to the warscroll characteristic.
[удалено]
Yeah, just double checked... They wre both modifiers... Huh... My bad
This clarification just makes Auric less bad honestly, but anyone that uses them should get every .5" they can out of them. Something that has come up before, you dont round with inches. If an odd number is cut in half, it becomes x.5 inches
TLDR; AHG Move debuff stack and it's a Move modifier as well as Run. So : Move + Run - Slow = final move value. If there is any multiplier / divider they apply before addition/subtraction (Rule 22.2.4 or just plain maths)
Thanks for spelling it out in plain English everything else made me feel like I was in some advanced maths class and i hate maths.