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Miracle Dice Misunderstanding


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#1
Bonzi

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Alright, I was rereading rules for Sisters Acts of Faith and I think I found a critical misunderstanding I made the first time I read the rule and maybe I've been playing it wrong ever since then. I'd like to ask you guys to verify if I've been stupid.

For the longest time I assumed I could only use one miracle dice in any Act of Faith. Example, if I had four hit rolls to roll in shooting I always assumed I could only substitute a miracle dice for one of those shots. After rereading the Acts of Faith entry it now seems like I can substitute as many Miracle dice as I want in any given act of faith.

New example: I have five miracle dice in my miracle dice pool. If I was making a to hit roll for four melta guns and choose to use my act of faith for the to hit roll I could substitute four miracle dice for all four hit rolls if I wanted to.

Is this new interpretation correct or am I missing some other rule that limits the Act of Faith to a single dice in any given situation. I've always played it as a single dice but I don't remember why I played it that way.

Thanks in advance.

Xeno

Necrons

 

Imperium

Astra/Tempestus Militarum - Vostroyans

Blood Angels - Hands of Sacrifice

 

Traitor Legions

Emperors Children - Making Noise Marines Scream


#2
ThePenitentOne

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You can replace multiple dice in a single roll.

 

When units shoot, each shot is a single roll, even though we may roll the dice together, so you can only change one of them.

 

But if you look at a charge roll, where you're rolling two dice together to generate a value between 2-12, you could replace both with MD.



#3
EmperorGTank

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Penitent is correct. To further expand, each roll to hit, to wound, damage, etc. is , rules as written, SUPPOSED to be rolled separately, with each one being a single roll. This means that most of the time we can only substitute a single Miracle Dice. Fast rolling multiple dice at once is only really supposed to be used for convenience and of course when the weapons are all identical, but fast rolling does not actually change the rule that 4 storm bolters in rapid fire range rolling 16 dice should all be rolled separately as one dice 16 times, meaning that you can only replace one Miracle Dice during that roll. 

 

However, for rolls that are inherently multiple dice, like a charge roll, you can substitute TWO Miracle Dice instead. Again, this is because charge rolls are naturally comprised of multiple dice and not supposed to be rolled separately as two single dice. This would also apply to something like the Immolation Flamers number of shots on Immolators since that roll is also 2d6, or Exorcist Conflagration Missiles that are 3d6. Unfortunately though, as you are no doubt aware Miracle Dice cannot be used for the number of shots from a weapon, so only charges are the exception to the "only able to use one Miracle Dice because of dice rolling separately" thing.

 

I know the wording of the rule in the 9th codex and even the FAQ are a bit ambiguous about the "rolling dice separately" thing so you really have to understand it from the core rules and how it intereacts with our Acts of Faith and Miracle Dice. GW intends for a game to be two players rolling all of their bolter, melta, flamer, plasma, etc. weapon shots in general as well as all of their melee attacks as single dice rolled separately. However, we all know (including GW) this would make an already 3-4 hour long 2000 point game possibly double in length which is unreasonable. This is why "fast rolling" exists, allowing you to roll multiple dice at once if the weapons/melee attacks are identical in strength, AP, damage, etc. However, this does not actually change the rule that "all of these dice are still being rolled separately in practice, but to speed the game up all of these bolters are the same so I am just going to roll them all using the fast dice rolling rule."

 

I know its a bit strange, but I hope that cleared things up a little more!


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#4
Bonzi

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Alright. Good to know I've been playing it correctly and your answers came in time that I played it correctly in my game today as well. Thanks for your answers.

Xeno

Necrons

 

Imperium

Astra/Tempestus Militarum - Vostroyans

Blood Angels - Hands of Sacrifice

 

Traitor Legions

Emperors Children - Making Noise Marines Scream





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