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From tactical perspective, I advise against shooting through the armsmen btw. At least initially. If they takeout a couple f xenos and slow them down a bit, all the better. Our objective is saving the ship and having a kill team left and ready to deploy here.

Might even consider deploying the team full strength in the lower corridor and trying to wipe out the xenos there while the armsmen make their glorious last stand and then take out the remains?

I would just remind you that your role is to hold the dorsal spine to give the Voice of Thunder time to reach Syndalla. That means you don't want any Tyranids getting off the left side of the map!

 

 

Or we just might put some signs. Lane Closed. Detour. Then Re-Route them and have them crash into each other at the intersection. With so many arms and legs, they will take ages to get de-entangled....

 

Mining the exits on our side sounds like a good choice. On the Grenade issue- are we supposed to have enough supplies until we get to the planet?

 

Also the Techmarine can improve cover. That could come in handy.

Nothing in the main book about nids and toxins (other than that they can have the rule on their own weapons) - though the sniper rifles main source of damage is from extra DoS and the warriors being large just helps that.

 

 

Just to mention, Tyranid organisms possess the "Tyranid" Trait, which renders them immune to Toxic effects or weapons with the Toxic Quality - but yes, Accurate is what is going to nobble these Nids ;)

 

MR.

Mazer- if you say "immune to weapons with the toxic quality", do you mean the weapon damage entirely is discounted, or just the toxic damage?

 

Dos - when can I expect your deployment? I just need to know which corridor you want each Marine to start in.

Edited by Commissar Molotov

Mazer- if you say "immune to weapons with the toxic quality", do you mean the weapon damage entirely is discounted, or just the toxic damage?

 

The errata mentions it as immunity to the toxic quality in the same way as the machine trait, undying trait, etc.

 

Atratus will have to requisition micro-blast needle ammo next time - for the less subtle sniper :p

Both AT and Steel are correct - my words were taken from Core, which as AT quite rightly points out were/are so bad, they FAQ'd it!

 

@ AT - there's no kill like overkill, brother :)

 

MR.

I have posted a placeholder post in the IC thread which I will update before letting you declare actions. I'm under the impression someone (Solastion?) had an ability that let them double their initiative in combat but I can't find it on the character sheet. If you could let me know the relevant rule, it would be appreciated. As I'm on a work computer the relevant colours haven't been incorporated yet, but I'm hoping it will make things a little easier to follow as combat progresses.

I have posted a placeholder post in the IC thread which I will update before letting you declare actions. I'm under the impression someone (Solastion?) had an ability that let them double their initiative in combat but I can't find it on the character sheet. If you could let me know the relevant rule, it would be appreciated. As I'm on a work computer the relevant colours haven't been incorporated yet, but I'm hoping it will make things a little easier to follow as combat progresses.

 

 

CM,

 

It is both Tyber and Solastion that have access to solo mode "Quick Reactions" Pg. 32 of Rights of Battle. This means that we are considered to have the Lightning Reflexes talent at rank 1. This gives us 2x AGI for Initiative rolls, this works while we are in solo mode, I am unsure how if this would still be in effect should we swap to squad mode how ever.

Thanks for that. Interesting interplay of rules - the core rulebook suggests that initiative is rolled at the start of combat and never changes, but then the Rites of Battle rules say "Whilst in Solo Mode..." - my interpretation is that whilst the character is in solo mode, they can be as impetuous or rage-filled as they like, but squad mode simulates them quelling their urges to work in unison with their brothers. Which means that in squad mode, the characters with Quick to Action would drop back down in initiative. 

 

Looking forward to your deployment Dos, then I can create the first map! 

Thanks for that. Interesting interplay of rules - the core rulebook suggests that initiative is rolled at the start of combat and never changes, but then the Rites of Battle rules say "Whilst in Solo Mode..." - my interpretation is that whilst the character is in solo mode, they can be as impetuous or rage-filled as they like, but squad mode simulates them quelling their urges to work in unison with their brothers. Which means that in squad mode, the characters with Quick to Action would drop back down in initiative. 

 

Looking forward to your deployment Dos, then I can create the first map! 

 

 

I'm completely cool with that CM, it's how I was thinking it should work.

 

CM Only!

After going over 'Nid Warriors a few times in my time with running Deatwatch, I've often been left with the impressions that they are incorrectly classed as Elite, and really should be master...

 

Double the wounds of Battle Brothers (around 48 give or take), higher TB (usually around 10), higher SB (usually around 10), armour that is on par (8-ish usually) with melee and shooting weapons that are on par with Battle Brothers... I've seen them kill two brothers before going down, even with average rolls

 

Just a little food for thought, this up coming combat could be causing us to spend / burn fate if things go bad for us.

 

Previous to my last post, and in line with what I did in our last true battle, I have rolled initiative for all the combatants and these can be seen in the main thread. Please let me know if you wish to spend a fate point to count as having rolled a 10. Remember that fate is a precious commodity and hard to acquire - but that being higher in the initiative order may make all the difference in combat against the perfidious alien! 

 

 

STEEL:

I'll keep that in mind - the thing about Deathwatch being a dead rules system is that we can't expect much clarification, but we can also bend the rules where we want. There's plenty of things in the GM toolkit to resolve the battle if you guys suffer TOO badly. That said, as you know from the scenario this is based on, there's some merit in terms of you arriving on Syndalla in some disarray. Plus we have to give the Apothecary something to do!
Edited by Commissar Molotov

CM

 

 

While all true, depending on how you armed these warriors, they could over power us easily, doubly so with a Mag 30 horde with them... Also with the warriors, there are some new weapon options for them in Mark of Xenos, that can get pretty scary, namely the Spine Fist, as it lets them add their SB to their damage with a ranged attack... This is extremely scary as it is a pistol quality weapon, meaning they can make an attack with it in CQB.

 

I only brought this up, as you had said before that you didn't know about the two different profiles for Gene-steelers, I'm all about letting the GM have as much knowledge as I can, if there is something I'm not sure they are up on.

 

But my stance on the warriors still stand, as when you look at them next to a Gene-Steeler, the GS is not nearly as powerful as a combatant as the Warrior, this becomes very obvious if both have Rending Claws.

 

 

I'm also good with not spending a fate point to keep the dice roll... that being said, I think Tyber would be inclined to start in solo mode, as it really feeds into his way of doing things.... like needing a good Sargent to reel him in and work with the rest of the squad. :wink:

Edited by Steel Company

From what I've read in the rulebook, all characters start by default in solo mode - is that not the case? (And if not, can you point it out for me?) 

 

Only some of the characters were marked as solo - I was just wondering if that was due to the positioning (if we needed a squad leader in each corridor for instance)

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