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Awesome stuff. You killing that Shrike actually made Vorr's Bolter Assault a lot easier as he wasn't locked in combat.

 

I've temporarily given Yeng the Grenadier ability from First Founding in order to give him a cool moment and give Apologist something to write about.

 

Once I've got Teralil's actions I will finish Akkad's FAB and post a new map to show how the Bolter Assault has changed things!

Well I was going to ask what weapons they had, but with a lash whip, they likely also have bone swords too then.... We don't want to take a hit from those... they make taking damage so much worse.

Edited by Steel Company

Slips - I looked for Battle Rage on your character sheet and didn't see it - apologies. I will try to keep it in mind.

 

Steel - the Alpha Shrike has a Bonesword, Lashwhip and a pair of Spinefists.

Slips - I looked for Battle Rage on your character sheet and didn't see it - apologies. I will try to keep it in mind.

 

Steel - the Alpha Shrike has a Bonesword, Lashwhip and a pair of Spinefists.

No worries Mol.

Slips - I looked for Battle Rage on your character sheet and didn't see it - apologies. I will try to keep it in mind.

 

Steel - the Alpha Shrike has a Bonesword, Lashwhip and a pair of Spinefists.

oof... he should parry as much as possible, being an alpha gives him boosts in CQB.

Hey guys, sorry for the absence. The weekend sort of got ahead of me and then I came down with a bad cold. Thankfully, it wasn't COVID or anything like that, but it really knocked me on my ass for a few days. I'm doing catch-up right now to get back on track to where we are in the story. 

Hi Noctus! We are actually about to be up to Montesa's place in the story.

 

So far in this combat he has moved up, activated his bulwark ability, and thrown a frag grenade at Gargoyles. Feel free to pop up Narrative regarding being in the Hive Ship. I did a post for the tarot spread which may/will be useful for you at some stage.

 

It is about to be your turn in the turn sequence. You could use your bolter, a frag grenade, or charge one of the hordes with your Force Sword. Next round the advancing Genestealers will be in Montesa's charge range so you could unleash Mariana!

So here's an interesting intersection of rules:

 

The Avenger Psychic Power says:

The Avenger power works exactly like a shot from an Adeptus Astartes heavy flamer (see page 145), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2 x PR. (p.194)

 

The rules for Psychic Powers against Hordes say:

A flame weapon used on a Horde will hit it a number of times equal to one quarter of the weapon’s range (rounding up), plus 1d5... Psychic Powers used against a Horde will hit it a number of

times equal to the Psy Rating used in the power, no matter what the power may be. If the psychic power affects an area, it adds an additional 1d10 hits. (p.360)

 

It's the difference between the Horde being hit 3 times, D10 times, or 15+1D5 times.

 

Any thoughts?

Avenger was covered in the errata -

 

Avenger (page 194): The sentence “The Avenger power works
exactly like a shot from an Adeptus Astartes heavy flamer (see page 145),
with all the usual chances to hit and set targets on fire.” should read
“The Avenger power works exactly like a shot from an Adeptus Astartes
heavy flamer (see page 145), with all the usual chances to hit and set
targets on fire, and affecting Hordes as an Adeptus Astartes heavy flamer
rather than as a psychic power normally would (see page 360).”

 

So it uses the heavy flamer rules.

I suppose my assumption is that because the squad is trying to move forward, that Atratus would attempt to seek cover from the Gargoyles ahead. When rolling for the Termagants with Spike Rifles, I imagined that they were almost being used like bows and arrows - that the spikes are coming in from above - and most of them are hitting absolutely nothing at all. Given that they only hit on a 1-3, it's a ridiculously lucky hit.

CM:

 

Tyber:
Half Action: Move toward Montesa
Half Action: Frag Grenade against Gargoyles F: 34 (HIT)
Blast 4 does 4 hits (+1 additional, explosive) at 2D10+2 Pen 0 against TB3 and Armour 3
Hit 1: 19 (21)
Hit 2: 6 (8)
Hit 3: 2 (4) (NO KILL)
Hit 4: 8 (10)
Hit 5: 8 (10)
Frag Grenade does 4 Magnitude Damage (now 28 Magnitude)

 

 

CM Shouldn't it be 5 mag damage? 4 from actual damaging hits and 1 from explosive? That's due to the weapon quality of explosive when used against hordes.

Edited by Steel Company

Hey Mol, sorry about the Psychic Phenomena thing. I'll try to remember to let you do it next time it happens. Although, to be fair, a daemon can only show up if I Perils of the Warp. 

 

Out of curiosity, in melee, is Montesa able to channel his psychic power into the blade when against a horde for that additional damage? Or would that be only be usable for a single foe? My understanding is that powerfields score an additional hit. Would channeling psychic energy be able to do something similar?

Edited by Noctus Cornix

My understanding from page 360 of the core rulebook was:

 

A Blast weapon that hits a Horde hits a number of times equal to its Blast value. So a grenade with Blast (4) will automatically hit four times if successfully lobbed into the Horde. [...] Weapons that inflict Explosive Damage (X) gain a bonus against Hordes, and count as having inflicted one additional Hit.

 

My understanding, as the Frag Grenade is Blast (4) X, it will do four hits (plus one) - but then each is required to roll damage to see if they kill?

This might seem like a bit of a dumb question, but art tyranid hordes immune to the 25% damage WP check? Are all tyranids in the ship considered in Synaptic range?

Edited by Noctus Cornix

All out attack note for Yeng - all marines can throw out a killing strike as part of an all out attack. It is costly (1 fate point) and doesn't ensure your hit will cause damage, but it does prevent the opponent from parrying or dodging.

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