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Symbiont armour PH roll?

Discussion in 'Tohaa' started by SquidFrog, Jan 23, 2020.

  1. SquidFrog

    SquidFrog New Member

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    Hi,

    I seek clarification on the PH roll that a model with an active symbiont armour makes when receiving a Medikit.

    The medikit gives a -3 modifier, while the symbiont armour gives a +3. Are they cumulative? Resulting in a flat PH roll?

    There is nothing that states in the rules that the symbiont mod is the end mod, as in, for instance Sensor wip +6.

    Thanks in advance!
     
  2. dhellfox

    dhellfox The keeper of the Forgotten

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    SYMBIONT ARMOR AUTOMATIC EQUIPMENT
    Fire-Sensitive, Non-Lootable, Obligatory
    REQUIREMENTS
    EFFECTS


    since medikit is mentioned in the +3 mod i assume it cancels out the -3 making it flat
     
  3. SquidFrog

    SquidFrog New Member

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    Thanks for your input. It sure looks like it.

    It may have been more clear if it had said "the -3 mod for Medikits isn't applied on wearers of the active symbiont armour".
    Some forums are mostly highlighting the +3 mod fact, as a major benefit.

    It's still a bonus, especially for Regeneration, of course!
     
  4. colbrook

    colbrook Grenade Delivery Specialist

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    It's written that way because there might be other factors that apply to the roll. For example a Medjector would allow the Unconscious Symbiont trooper to make a PH+3 roll as it ignores the usual -3 for a medikit (Hakim trying to heal Le Muet in Vanilla Haqq)
     
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