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Mazer, I would rule that you can see all the targets that you've mentioned. What did you mean when you said "RF not confirmed"?

 

Also, and this is probably tiredness - but if your required roll was 72 and you rolled 29, then you passed by 43. Isn't that 4 Degrees of Success (and so 4 extra hits)? 

 

 

RF = Rightous Fury

 

All so, yes Akkad scored a total of 5 hits (1 base+4 from 4 DoS).

Alright, I'll make that change. Thanks for that. 

 

 

Thanks CM!

Edited by Steel Company

What he meant by RF not confirmed is that, due to the target not being a Xenos and thus not benefiting from Deathwatch Training, when you score a Righteous Fury, you need to rollthe attack again and if it succeeds again, you get to add 1d10 damage to that singular attack.

 

The 1d10 RF damage can, itself, trigger RF and so on into infinity or until you no longer roll 10s or fail to confirm (unless the target is a xenos).

 

Mazer, I would rule that you can see all the targets that you've mentioned. What did you mean when you said "RF not confirmed"?

 

Also, and this is probably tiredness - but if your required roll was 72 and you rolled 29, then you passed by 43. Isn't that 4 Degrees of Success (and so 4 extra hits)? 

 

 

RF = Rightous Fury

 

All so, yes Akkad scored a total of 5 hits (1 base+4 from 4 DoS).

Alright, I'll make that change. Thanks for that. 

 

 

Thanks CM!

 

 

Yes - been a long day here.  Will amend the post to allow for an extra hit on target A (Heavy Stubbers are no match for Cadence!

 

Cheers again Mol.

 

What he meant by RF not confirmed is that, due to the target not being a Xenos and thus not benefiting from Deathwatch Training, when you score a Righteous Fury, you need to rollthe attack again and if it succeeds again, you get to add 1d10 damage to that singular attack.

 

The 1d10 RF damage can, itself, trigger RF and so on into infinity or until you no longer roll 10s or fail to confirm (unless the target is a xenos).

 

As above, yes, this is exactly so.

 

MR.

Ok brothers, this is where I go into unchartered territory having never played Deathwatch before. As Mazer has already let rip with his heavy bolter, it would make sense for me to start moving into the room and start sweeping for hidden targets whilst Akkad finishes laying down suppressing fire and Sabaan wipes up.

 

My options are:

 

1. Activate my prey sight scope (I don't know what action this is (aim? Is there another action to specifically activate the scope?)

2. Move and not attack

 

or one of each at half action if possible?

 

I'd appreciate you guys helping me decide and what I need to roll dice wise. I'll happily do the writeup after.

You don't need to 'activate' the scope per say; you automatically gain all the benefits it confers if you look through it AKA taking the Half-Aim or Full Aim Actions.

 

Your turn is basically 1 full action or 2 Half-actions but you can never repeat the same half-action in the same turn so you can't take 2 Standard Attacks, for example.

 

So, you can:

  • Half Move + Standard Attack
  • Half Aim + Standard Attack
  • Full Move
  • Semi-Auto OR Full Auto (if available)
  • Full Aim
  • Etc.

 

You don't need to 'activate' the scope per say; you automatically gain all the benefits it confers if you look through it AKA taking the Half-Aim or Full Aim Actions.

 

Your turn is basically 1 full action or 2 Half-actions but you can never repeat the same half-action in the same turn so you can't take 2 Standard Attacks, for example.

 

So, you can:

  • Half Move + Standard Attack
  • Half Aim + Standard Attack
  • Full Move
  • Semi-Auto OR Full Auto (if available)
  • Full Aim
  • Etc.

 

 

 

Ok, so for me it seems sensible I half move and standard attack, so we can start clearing the chamber. What next?

Nine, it's up to CM but I'd argue that turning on a scope would be a free action, as it is just pushing a button or a verbal phrase to the gun control software.

 

As for the other points, you should be able to do a half move (5m give or take) and take a single shot with your bolter. You'll need to roll 1d100 also known as percentile, you want to roll under your ballistic skill with any modifiers applied as determined by CM.

A.T., is that +10 Ag included on your stat sheet? 

Yes in the power armour section, but not in the stats as you asked me to remove it from a previous version.

I can re-add it though, or insert is as a comment. The total bonus from the armour and history is +15 agility.

Let's see how the Servitors Dodge!

 

@ Nineswords - do not worry brother - we'll keep you right! (Well, Steel and Slips maybe...I keep making little mistakes!)

 

I agree with Steel that activating the scope could be free, since a "Ready Basic Weapon" action is free for us anyway, but you do have to Aim as Slips said to use the thing - but Mol will call that.  If you count the top of the Map as 12' O Clock, slipping to the crates at our 4' and crouching would be sound and doable.

 

For your dice:

  • The profile for a Bolter is 1D10+9.  However, you need to roll 2D10 because the Bolter has the Tearing Quality and you pick the highest of the two.
  • You then add +9 for the damage from the profile as the Holy Bolt Shell scourges the enemy.
  • If you roll a natural 10 on one of your Damage dice, this means you have potential Righteous Fury, and you must roll your BS check again - this is called Confirming.  If this succeeds, you may roll another D10 and add the result to your Damage.  This can go on and on as Slips says above.
  • You AUTOMATICALLY Confirm Righteous Fury (RF) against Xenos filth, since the Emperor empowered you with Deathwatch Training and you are the doom of the Alien.
  • Where you hit on your nominated target is your Attack Roll reversed - so if you roll 30, as Slips did, the Location hit would be 03 which is the head.
  • Your Bolter has a Pen of 4.  This means your armour piercing round will negate up to 4 points of Armour on the location you struck.  If it exceeds the Armour Value, any excess is wasted.
  • A Bolter has a range of 100m.  In this case, you are less than 50m away from your target so you are at Close Range and this adds +10 to your Attack Roll when you make your BS check.
  • As a Tactical Marine, I also see you have chosen Bolter Mastery - you will get +10 to your BS check and +2 Damage to all Bolt weapons you fire.  You are currently in Solo Mode, which means you will benefit from this for your current actions.

Let us know if you need help with any of this wall'o'text here :wink:

 

MR.

Edited by Mazer Rackham

Let's see how the Servitors Dodge!

 

@ Nineswords - do not worry brother - we'll keep you right! (Well, Steel and Slips maybe...I keep making little mistakes!)

 

I agree with Steel that activating the scope could be free, since a "Ready Basic Weapon" action is free for us anyway, but you do have to Aim as Slips said to use the thing - but Mol will call that.  If you count the top of the Map as 12' O Clock, slipping to the crates at our 4' and crouching would be sound and doable.

 

For your dice:

  • The profile for a Bolter is 1D10+9.  However, you need to roll 2D10 because the Bolter has the Tearing Quality and you pick the highest of the two.
  • You then add +9 for the damage from the profile as the Holy Bolt Shell scourges the enemy.
  • If you roll a natural 10 on one of your Damage dice, this means you have potential Righteous Fury, and you must roll your BS check again - this is called Confirming.  If this succeeds, you may roll another D10 and add the result to your Damage.  This can go on and on as Slips says above.
  • You AUTOMATICALLY Confirm Righteous Fury (RF) against Xenos filth, since the Emperor empowered you with Deathwatch Training and you are the doom of the Alien.
  • Where you hit on your nominated target is your Attack Roll reversed - so if you roll 30, as Slips did, the Location hit would be 03 which is the head.
  • Your Bolter has a Pen of 4.  This means your armour piercing round will negate up to 4 points of Armour on the location you struck.  If it exceeds the Armour Value, any excess is wasted.
  • A Bolter has a range of 100m.  In this case, you are less than 50m away from your target so you are at Close Range and this adds +10 to your Attack Roll when you make your BS check.
  • As a Tactical Marine, I also see you have chosen Bolter Mastery - you will get +10 to your BS check and +2 Damage to all Bolt weapons you fire.  You are currently in Solo Mode, which means you will benefit from this for your current actions.
Let us know if you need help with any of this wall'o'text here :wink:

 

MR.

 

 

Okay, just so I get what's going on, I'm going to be really methodical and see if I get this right, thanks for your patience.

 

I'm going to move into the space and crouch behind the crates at 4 o clock, and go for the the first target not covered by Akkad's heavy bolter, which is servitor 2.

 

TO HIT

1d100 = 24 (+10 if you include bonus from Bolter Mastery, then +10 if you include bonus from Close Range)

 

= 4 (Successful) 

 

BOLTER DAMAGE

Okay, so here are my two rolls:

 

1d10 = 4

1d10 = 10

 

Obviously, I'll go for my high roll at a natural 10 to invoke Righteous Fury

 

Confirming roll 1d100 = 50 (fail) - I assume since we're not fighting xenos this point I have failed to invoke Righteous Fury. Therefore, my damage is 19 (10 + 9 from Holy Bolt Shell), and a further +2 damage from Bolter Mastery which brings me up to 21 Damage, Penetration 4.

 

LOCATION

1d100 = 24, reversed which is 42, which hits the body.

 

I don't know what the armour and toughness value of the servitor is and what happens next. Sorry!

Edited by Nineswords

Nineswords, I have messaged you elsewhere regarding this (but it doesn't hurt to post it here so others can check my working out.)

 

Greysight has BS40, +20 for Bolter Mastery and Close Range. You rolled 24, which is a pass. (I think you applied the modifiers wrongly - you modify your stat before you roll, not your dice after you roll.) That means you are BS60 - so your second Righteous Fury roll of 50 would have been a pass, and would have added D10 damage to your attack.

Edited by Commissar Molotov

 

Okay, just so I get what's going on, I'm going to be really methodical and see if I get this right, thanks for your patience.

 

 

I'm going to move into the space and crouch behind the crates at 4 o clock, and go for the the first target not covered by Akkad's heavy bolter, which is servitor 2.

 

TO HIT

1d100 = 24 (+10 if you include bonus from Bolter Mastery, then +10 if you include bonus from Close Range)

 

= 4 (Successful) 

 

BOLTER DAMAGE

Okay, so here are my two rolls:

 

1d10 = 4

1d10 = 10

 

Obviously, I'll go for my high roll at a natural 10 to invoke Righteous Fury

 

Confirming roll 1d100 = 50 (fail) - I assume since we're not fighting xenos this point I have failed to invoke Righteous Fury. Therefore, my damage is 19 (10 + 9 from Holy Bolt Shell), and a further +2 damage from Bolter Mastery which brings me up to 21 Damage, Penetration 4.

 

LOCATION

1d100 = 24, reversed which is 42, which hits the body.

 

I don't know what the armour and toughness value of the servitor is and what happens next. Sorry!

 

Yeah I realised after posting I use the modifiers to effectively give me a new BS to roll under!

 

You're on the money Nine. :wink:

 

On another note, the better you roll with more Degrees of Success (DoS - no not our Chaplain :tongue.: ), the better the opponent has to roll to beat your shot by dodging, so if you pass by 3 Degrees and the target only passes by 2....that sucker will need a plaster (or Band Aid if you are across the pond).

 

Fantastic summary, MR. Thanks for that. :thumbsup:

 

No sweat my brother :thumbsup:

 

MR.

Edited by Mazer Rackham

Following Mol's comments, here's the revised rolls.

 

TO HIT
 

BS 40

+10 Bolter Mastery

+10 Close Range

 

1d100 = 24 (Successful) 
 
BOLTER DAMAGE
Okay, so here are my two rolls:
 
1d10 = 4
1d10 = 10
 
Obviously, I'll go for my high roll at a natural 10 to invoke Righteous Fury. 

 

Additional roll from RF:
 

1d10 = 9
 

Therefore:

+ 10 RF

+ 9 RF additional roll

+ 9 Holy Bolt Shell

+2 Bolter Mastery

 

 

Total DMG 30, PEN4
 
LOCATION
1d100 = 24, reversed which is 42, which hits the body. 
 

Following Mol's comments, here's the revised rolls.

 

TO HIT

 

BS 40

+10 Bolter Mastery

+10 Close Range

 

+Correct+

 

1d100 = 24 (Successful) 

 

+Also add here your Degrees of Success, if any.  Correct+

BOLTER DAMAGE

Okay, so here are my two rolls:

 

1d10 = 4

1d10 = 10

 

Obviously, I'll go for my high roll at a natural 10 to invoke Righteous Fury. 

 

Additional roll from RF:

 

1d10 = 9

 

Therefore:

+ 10 RF

+ 9 RF additional roll

+ 9 Holy Bolt Shell

+2 Bolter Mastery

 

 

Total DMG 30, PEN4

 

+All Correct+ 

LOCATION

1d100 = 24, reversed which is 42, which hits the body. 

 

+Correct+

 

 

+My Comments+

 

Top stuff Nine.

 

MR

Just as a point to those not totally familiar with the system (and to CM mostly), after wounds have been depleted things (not Hordes) start to take critical damage... Critical damage is where bad stuff happens. Most locations (not head) tend to kill the target after 9 critical damage (head is often 8 or less, 6 for explosive), depending on damage type... Also critical damage stacks, so if it had already taken 3 critical damage, then takes 5 more damage it now suffers from 8 critical damage, with the last type of weapon determining the effects at stage 8 critical damage.... This can often have hilarious results.

That was one of the longest posts I've ever had to do - very complicated! I'm really beginning to realise how badly organised the Deathwatch rulebook is! 

 

I took some advice from Mazer Rackham and this is how my encounter tracker is looking after your first turn: 

 

NzxpTEy.png

The DW Rulebook is bloody awful.  Glad I could be of help. :thumbsup:

 

Don't get me on my soapbox about it though - for it is large and broad and deep and I will spend many an hour upon it!

 

MR.

Edited by Mazer Rackham

I suppose in future it will help for players to say when posting under what circumstances they'd like to use their dodge. I imagine the two autogun shots on Solastion (which didn't even get through the armour) wouldn't be enough for a dodge, whereas the Heavy Stubber shots are a bit more of an issue... 

I suppose in future it will help for players to say when posting under what circumstances they'd like to use their dodge. I imagine the two autogun shots on Solastion (which didn't even get through the armour) wouldn't be enough for a dodge, whereas the Heavy Stubber shots are a bit more of an issue... 

 

 

And the fists... those things are going to hurt...

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