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Just as a note, the Bolter's fire rates are S/3/-, so even if you get lots of degrees of success, you can only do three hits. (Unless you have certain skills that I'm not sure Solza has?)
For some reason I'd put RoF as S/2/4/- not sure why? I'll have a look this morning though. I have noticed though that I haven't been adding +2 to damage because of the Bolter Mastery skill, or the +10BS, well I'll know for next time!
If you get the chance to read the appropriate chapter in the rulebook it will help you. Basically, each attack that wounds does more than TB4 damage and can negate their four armour) does 1 point of magnitude, whether it is a pistol or a lascannon. Blast and explosive weapons (including bolters) do additional hits. Against hordes, you want weight of fire and to shred them.

I think I calculated all of that properly, not sure if there is an Order of Operations with DW or not. Let me know if I bungled it somewhere, but regardless the general intent will be the same; dakka dakka dakka. :HS:

 

Oh right and how could I forget: I believe with Incariel cracking open Squad Mode it allows everyone else to immediately join if they wish, and then also of course benefit from Bolter Assault which if I'm reading it right, lets you immediately take a Charge Move and a Standard Attack with a bolt weapon, or else in Incariel's case, throw a grenade as a Standard Attack. 

Edited by ashlander47

I've posted with Incariel's bolter assault - any other member of the team may now choose to enter Squad Mode and gain a free shot at the Horde.

 

TBTL - Hordes are covered in Chapter XIII, p.359 onwards. The horde is treated as one enemy, and they move and fire as one. If you choose to fire a Semi-Auto Burst in your turn, you would hit multiple times (up to three times) and each hit is resolved. Because you're using a bolter, which is an explosive weapon, you hit an additional time. Each hit rolls damage separately, but because you only need to score 9 damage to wound (and a bolter does 1D10+9) you will auto-wound.

I've posted with Incariel's bolter assault - any other member of the team may now choose to enter Squad Mode and gain a free shot at the Horde.

 

TBTL - Hordes are covered in Chapter XIII, p.359 onwards. The horde is treated as one enemy, and they move and fire as one. If you choose to fire a Semi-Auto Burst in your turn, you would hit multiple times (up to three times) and each hit is resolved. Because you're using a bolter, which is an explosive weapon, you hit an additional time. Each hit rolls damage separately, but because you only need to score 9 damage to wound (and a bolter does 1D10+9) you will auto-wound.

Legend, thank you for the clear explanation.

So would it be right to say there's pretty much NO downside to joining a Squad Action if someone has already got it started/paid the Cohesion points?

 

As even if you were originally planning to do something in your Solo mode, am I right you can just drop out of Squad Mode at the start of your go and carry on with it?

So would it be right to say there's pretty much NO downside to joining a Squad Action if someone has already got it started/paid the Cohesion points?

 

As even if you were originally planning to do something in your Solo mode, am I right you can just drop out of Squad Mode at the start of your go and carry on with it?

 

Sort of.

 

For Tyber, he actually takes a hit in his dodge if he does, now that we've hit rank three he gains an additional +10 to his dodge when in solo mode, giving him a massive 78% dodge, as well as an inability to take advantage of Codex Solo mode feat of strength that would boost his unnatural str from X2 to X3, great for hitting big nasties, hard. That being said, there are times when it is more beneficial to be in squad mode, like the ability to share reactions, that in the final fight with a BBEG can be a lifesaver.

Apostle - I think you've done that on hard mode! Remember that the whole Bolter Assault takes place before Artemios' turn, interrupting the turn order. As a result, you should resolve your single shot with the combi-melta before going full John Woo.

 

TBTL: Your Frag Grenade has a range of 3x your Strength Bonus (so likely 30m) - this is then modified by the range bonuses mentioned previously, so anything 60m+ would be Long Range (-10 to hit)

 

EDIT: Lysimachus, there are disadvantages to popping in and out of Squad mode. Firstly, entering Squad Mode can be tricky - you either need to pass a Cohesion Challenge (and if you fail, you lose your turn) or must spend a Full Action doing so. You are only able to enter Squad Mode instantly here becuase Incariel passed his test. That means entering Squad Mode at the right time may be tricky.

 

 

This week has impacted my availability - it's the Easter holidays and ironically I have a lot more computer access at work..! I am working on Swordhand's post but if any Swordhanders wish to put any details in that would be great.

Edited by Commissar Molotov

Apostle - I think you've done that on hard mode! Remember that the whole Bolter Assault takes place before Artemios' turn, interrupting the turn order. As a result, you should resolve your single shot with the combi-melta before going full John Woo.

 

TBTL: Your Frag Grenade has a range of 3x your Strength Bonus (so likely 30m) - this is then modified by the range bonuses mentioned previously, so anything 60m+ would be Long Range (-10 to hit)

 

EDIT: Lysimachus, there are disadvantages to popping in and out of Squad mode. Firstly, entering Squad Mode can be tricky - you either need to pass a Cohesion Challenge (and if you fail, you lose your turn) or must spend a Full Action doing so. You are only able to enter Squad Mode instantly here becuase Incariel passed his test. That means entering Squad Mode at the right time may be tricky.

 

 

This week has impacted my availability - it's the Easter holidays and ironically I have a lot more computer access at work..! I am working on Swordhand's post but if any Swordhanders wish to put any details in that would be great.

 

i still fall short on the range for the bolt pistol Mol, even if i do the bolter assault at the start of the turn :/ I'd need to be able to move 30m closer, and my charge is only 18. so either way it's still long range. 

I think you might be misunderstanding what I mean - I've posted in the IC thread to make the turn sequence explicit. Even if you drop the bolt pistol, you still have the opportunity to shoot once with your Bolter as part of the assault, and then again as part of your turn.

 

Alternatively, you can choose not to participate in the assault, and that's fine.

 

Sobek, I'd encourage you to join Squad Mode and take advantage of the free charge move - you could throw a frag grenade, and then move forward again to shoot at much closer range during your turn.

I think you might be misunderstanding what I mean - I've posted in the IC thread to make the turn sequence explicit. Even if you drop the bolt pistol, you still have the opportunity to shoot once with your Bolter as part of the assault, and then again as part of your turn.

 

Alternatively, you can choose not to participate in the assault, and that's fine.

 

Sobek, I'd encourage you to join Squad Mode and take advantage of the free charge move - you could throw a frag grenade, and then move forward again to shoot at much closer range during your turn.

I am a little confused. 

 

I have used the squad mode ability and (unless I'm reading the map wrong, which is definitely possible) no matter if i did the charge and standard action shot at the start / before my turn I would still be outside of the effective range for the bolt pistol and be suffering the long range -10. 

 

Unless I've gotten something wrong, I feel like I've done the optimal 3 attacks (two as part of my "John Wu" two-weapon attack, and one as part of the charge). 

 

Feel free to point it out if I'm getting it wrong, and please don't be worried to explain it to me as if i was a child xD 

It was mainly because the Standard Attack as part of the Bolter Assault occurs before your actual turn, so you wouldn't have the bolt pistol out (and wouldn't be dual-wielding then) - but looking at your maths it doesn't seem you factored the penalty in despite mentioning. I've split your post across the bolter assault and then your turn to make it a bit clearer - obviously your turn may be slightly different depending whether the horde is even alive when we get to you!

I've updated with my rolls for throwing the grenade at the Horde. I haven't moved though and will burst fire when its my turn. I hope ive done the grenade throwing correct. It was 45m away so hopefully outside of the penalty area. 

 

Ill update the place holder with an action story when ive finished work later today

Edited by That Beyond the Light

Sorry, been a bit out of pocket. That sounds good to me Mol. If I understand correctly I would do squad mode to charge forward and toss a grenade. This would happen now. Then I would also get my turn in initiative order to do my normal move and shoot. Correct?
 

Im not sure how the grenade works. Is it my normal weapon skill for the target number? Also so I know when it is time what will I need to roll when I shoot my cannon later and how do I resolve damage?
 

I put a placeholder in for the grenade charge for the time being.

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