Cybork Body

By MindQuake, in Warhammer 40,000: Conquest - Rules Questions

What are the rules surrounding Cybork Body as it interacts with other cards?

Specifically, I have Flash Gitz (2/4, the rest is not really significant to this conversation) with 1 damage on them. They also have rune encrusted armor equipped (making them 4/6 with 1 damage on them.

1 - If I give them the cybork body, do they get 10 (4x2 + 2) HP with 1 damage, or 12 ((4+2)x2)) HP with 1 damage?

2 - If I get the ((4+2)x2)) HP, does it drop from 12 to 8 or to 10 if the rune encrusted armor is removed? (Is it consistent doubling, or a one time add 100% of current (or base) max?)

3 - If I add the cybork body THEN the rune encrusted, does it increase to 10 or 12?

4 - In short, what is doubled, the base or the current HP, and max HP or remaining HP? Also, is it persistent or decided as of when the card is played?

I'd say it is an ongoing effect that will be recalculated whenever there is a change in the units HP (so attachment ordering wouldn't matter, it will be recalculated each time it changes).

Arguments could be made that it only boosts the base HP of the unit, but in absence of further rulings I don't see why attaching Rune Encrusted Armor wouldn't be doubled by the Cybork Body (going off of the Doubling and Halving Modifiers on page 6 of the RRG).

Answers are in the RRG.

p.16: Variable Quantities and Multiple Modifiers: essentially says order doesn't matter and you recalculate entirely each time there is a change in the active modifiers.

p.6: Doubling and Halving Modifiers: essentially says doubling or halving is the LAST thing you do.

So, using the examples above, the proper HP calculation is (4+2)x2=12 when both are active - no matter what order the modifiers are played in. If you lose the +2 HP, you calculate total HP from scratch (and get 4x2=8), rather than as a change from the last calculated value (i.e., you can't say 12-2=10).

Edited by ktom