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The map and the first round is up for our four assault marines. If you are new to the Deathwatch system, watching these three veterans (and Varvost!) should hopefully give you some insight into how combat works.

Necronaut - you can attack either 4 or 5 - 4 is too close to charge, so you could do a half-move and then a standard attack, whereas 5 you could get a decent run-up.

 

Steel - unsure about how multiple attacks and the TWW stats stack (especially with charging, which I thought was a single attack) but would like to see things laid out a little clearer so I understand (and can exploit it for Varvost too!)

Is this a charge action? I figured with Tyber being with in arms reach of trooper #3 he could grab him while snapping off a bolt pistol round at a second target as per the TWW rules when you have a mixed melee and ranged weapons.

 

As far as charge goes, the only way around a single attack is the rank 8 talent preternatural speed, since it calls out being able to use swift and lightning attacks as half actions. It also states that they can be used as part of a charge.

 

Personally, I've always felt that talent is too important for Assault Marines to live in that first round of combat for it to stay a rank 8 talent. In the past, I've moved it to rank 4 and increased the cost from 1000 to 1200.

 

 

Edit:

 

As far as stacking multiple attacks, depends on how you want to do things, by RaW, each one is a separate attack, subject to all the modifiers. But in BC and OW they changed them to work like burst fire and full auto, with the RoF being your agile bonus. In the flip side, they also made it easier to parry with getting 1 parry/DoS on your roll. Still for some one like Tyber with swift attack, he could in theory rack up 8 hits in this system with TWWM, rather than his current 3, but one one being able to dodged/parried.

Edited by Steel Company

How do we want to work out the results of Achillion's psyker goodness. We've got the mechanical outcome, but do we want Achillion to make the post or Mol? Should I put a post inbetween? Kol doesn't necessarily have anything to say prior to hearing the results

As far as charge goes, the only way around a single attack is the rank 8 talent preternatural speed, since it calls out being able to use swift and lightning attacks as half actions. It also states that they can be used as part of a charge.

The defense vs attack action economy can get quite ugly for targets of preternatural speed whereas the opposite is true of the all-in charge attacks, I suspect that is why they changed in in later editions.

 

For deathwatch though the basic 'furious charge' attack pattern serves the same function.

@CM there was actually one thing left out which I may have not done a good job with in the GMKit: Helgrim possesses the Death From above talent which grants 1d10 bonus damage per 2 DoS (to a max of 2D10 damage) on a successful charge. As it is gross overkill vs these mooks it's not a problem, but trooper #5 would be a gory ruin when Helgrim finished with him.

While true AT, the amount of Assault Marines I've killed (Fate point burned) as the GM that charged a master level or elite level enemies without that talent when one or two extra hits from them would do the job is staggering, especially when power weapons start getting involved.

While true AT, the amount of Assault Marines I've killed (Fate point burned) as the GM that charged a master level or elite level enemies without that talent when one or two extra hits from them would do the job is staggering, especially when power weapons start getting involved.

I think that's also the reason it is such a high level talent. But furious charge is a free action so it's essentially lightning attack +1 on the charge.

 

Rank 5 for assault marines is the game changer with the combination of assassin strike and counter attack. Or rank 1 for blood angels and raptors :p

I've updated Achillion's psychic reading and have emailed Mojake.

 

Swordhanders, you can feel free to respond to Thorvald's observation - feel free to order Captain Rubio accordingly!

 

I will update regarding Blackthorn's assault element when Necronaut posts.

 

Steel - in your latest spoilers you say your bolt pistol is at 4/5, but the errata says a bolt pistol has a magazine of 14?

Posted: swing and a miss

 

edit: I'm not actually sure how close Helgrim is to Trooper #4 -- if Helgrim was already effectively within melee range of the poor wretch, then he'd most likely lightning attack instead.

Edited by Necronaut

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