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So the greatest threat is some kind of savage, overwhelming host?

If the Hulk represents something broken/destroyed, then inverted it could mean something becoming united?

Perhaps I'm way, way off... but I'd say that sounds like an Ork Waaagh. (It may just be the use of Beast though, as that often is used to describe the Orks?) Would definitely be something that would concern the DW though...

My immediate thought was also Orks, especially the call to the Beast card.

 

I didn't get to the reunited clan interpretation like you, I took it more literally that the Orks reconstituted some of these broken Imperial ships, but I think yours sounds better.

 

Heck, we might both be right.

So how far can you move in a half action? Movement is what I'm struggling with but probably the easiest A hal

 

A half action = Your agility modifier+1 (because of Power armour)

 

A full round is double that

 

A charge is 3x a half move

 

A run is 6x A half move. 

 

 

So how far can you move in a half action? Movement is what I'm struggling with but probably the easiest A hal

A half action = Your agility modifier+1 (because of Power armour)

 

A full round is double that

 

A charge is 3x a half move

 

A run is 6x A half move.

And does that equate to squares or meters?

Solza has AG5(+1 for his power armour) - this means he can:

 

Move 6m as a half action

Move 12m as a full action

Charge 18m

Run 36m as a full action.

 

If you are in Solo Mode, you can also once per battle activate a Burst of Speed for a number of rounds equal to your Rank - so for you, 3 Rounds. (you can only have on Solo Mode active per round) which increases your Agility Bonus by 2 (in your case, to 8 - so his options would be 8/16/24/48.)

 

Certain actions (such as Semi Auto Burst) allow you to make a half move as part of them.

 

If you are unsure, check out the "GM KIT" Google Doc I sent you a link to (where you put your consolidated stats) - there is a tab labelled "combat actions" that gives you the overview that might help you.

 

EDIT: That's metres - as I've mentioned, the grid squares are 5m2.

Edited by Commissar Molotov

A half move is your agility bonus +1 due to size.

 

Full is double half, charge is triple and run is six time half.

 

Unless you have a jump pack, them double those numbers.

Edited by Steel Company

 

In the interests of expediency players will often roll damage just in case - that way I don't have to delay ~24 hours waiting for a roll.

Ammended correctly I hope.

Don't forget your bolter has the Tearing rule, so you roll 2 D10 and discard the lowest. (unless you already did that and turned something into a 2? :P )

 

 

In the interests of expediency players will often roll damage just in case - that way I don't have to delay ~24 hours waiting for a roll.

Ammended correctly I hope.
Don't forget your bolter has the Tearing rule, so you roll 2 D10 and discard the lowest. (unless you already did that and turned something into a 2? :P )

I knew about this and forgot to do it

Thanks Lysimachus (and all my amazing players) for supporting one another.

 

We will become more familiar with combat - that's part of the reason I'm running this tutorial!

I'm not 100% sure (but I'm jumping in on stuff like this to see if I'm getting the hang of the rules!) but I think you get 1 hit for the hit roll, then plus 1 for each DoS, up to the weapons max RoF? So you'd get 4 hits total?

 

I think then you'd choose which hits to which target, so maybe 2 to each guard? Then you'd roll Damage, armour and cover, etc, etc.

 

 

@Mol: No problem, I'm quite sure I'm going to get stuck and need help when Swordhand gets to fight!

4 hits it is. I'll get that corrected. Wasn't sure if DW ran on the "Meets it beats it" rule of successes. Ty lads.

 

Snagged a Righteous Fury on that 4th hit too. Unless these lads are xenos I think I did the calculation for it properly. Will correct if I bungled it again. :teehee:

Edited by ashlander47

Ok, I saw Mol’s post with the II at I’ve order laid out but I am not sure where I should insert my next post. In lieu of that I will lay out my planned action  here so you can tell me what I did wrong. Lol.

 

I think my frag cannon is out of range. The range listed on my character sheet says 20m (so 4 squares if I understand correctly). However on the additional info Mol provided me for the frag cannon it had negative modifiers fir ranges greater than 20m. Can I shoot at a range farther than twenty at a penalty, for can I not shoot at all?
 

if I can’t move forward and shoot at those ranges, then I think I will run forward and take cover behind the green crate(?) just past the right shuttle, or run around behind the shuttle and flanking around the backside of the crate. So if I understand the notes above I should move this far:

 

agi 5+1=6 x6 = 36m (7 squares) correct?

The "range" characteristic can be thought of as an "effective range." In Deathwatch, guns have different range bands:

 

Point Blank (+30 to hit): 2 metres or less

Short Range (+10 to hit): Up to half the range (for the frag cannon, up to 10m)

Long Range (-10 to hit): Over twice the range (for the frag cannon, over 40m)

Extreme Range (-30 to hit): Over three times the range (for the frag cannon, over 60m)

Maximum range: Cannot shoot further than four times the range. (For the frag cannon, 80m)

 

Additionally, because your Frag Cannon has the scatter keyword, at long and extreme range your targets double their armour values - but at point blank range you can score extra hits.

 

Your Frag Cannon is Blast (3) which means anyone within 3 metres is also hit by your attacks. So it's perfect for pumping out a cloud of shrapnel at the enemy!

 

Because you requisitioned suspensors for your Frag Cannon, you can do a half move (for you, 6m) and then fire your frag cannon on semi-auto.

 

Also, because Pyke has the Hip Shooting skill, he can as a full action move and fire his frag cannon once. If you activated Burst of Speed as I mentioned earlier, he could move 16m and then fire.

 

 

 

Something to consider, mechanically, is this:

 

A Lasgun has 1D10+3 Damage (so a maximum of 13) - Pyke has armour 9 (or 10 in the body) and a Toughness bonus of 10. That means a single guardsman firing a lasgun cannot hurt you! This means you could just step into the open and be confident that you could tank all the hits...!

Edited by Commissar Molotov

Something to consider, mechanically, is this:

 

A Lasgun has 1D10+3 Damage (so a maximum of 13) - Pyke has armour 9 (or 10 in the body) and a Toughness bonus of 10. That means a single guardsman firing a lasgun cannot hurt you!

Even considering the Lasgun Variable rule (Which I don't think is a thing in Deathwatch), the maximum you can overload a lasgun to is 1d10+5, pen 2. That is still two damage short on a maximum roll! Unless they have any special weapons, the guardsmen are destined to lose.

Edited by Petragor

Even considering the Lasgun Variable rule (Which I don't think is a thing in Deathwatch), the maximum you can overload a lasgun to is 1d10+5, pen 2.

 

I apologise for intruding on this thread in a moderate GM capacity, but that is an interesting idea.

 

*Scribbles furious notes*

 

MR.

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