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That is going to be murder on the Warriors....

Eventually :p I'd estimate 4-5 shots (1 clip) per warrior if they are taking critical damage, more if they dodge a few, so don't hold back on shooting up the others a little...

Put up numbers like you just did, and it should take 4 or less...

Put up numbers like you just did, and it should take 4 or less...

 

48 wounds, knocks 6 off the damage. So 3 shots like the last to get to exactly 0 wounds.

 

Those microblast needles would have been pretty useful here :p But plenty of firepower, and no lightning attack toxic dual-wielded boneswords in sight ...  First wave looks like a warm up.

 

Put up numbers like you just did, and it should take 4 or less...

48 wounds, knocks 6 off the damage. So 3 shots like the last to get to exactly 0 wounds.

 

Those microblast needles would have been pretty useful here :p But plenty of firepower, and no lightning attack toxic dual-wielded boneswords in sight ... First wave looks like a warm up.

Makes me wish for a thunderhammer to stun-lock them.... concussive is just hilarious... -10/DoS toughness test is just priceless... when fighting a master level for, by the time Tyber could get a Thunderhammer, he should be seeing a 80-100+ WS depending on the target size....

Those Humans are in the Emperor's hands now, that Mag 28 horde is going to murder them hard and fast...

 

You can still shoot over them, the Horde is big enough to take the risk if you want to save them, you're going to have to ask yourself: "How many?"  Alternatively you have them fall back, the Assaulters stay in Solo, activate burst of speed and close, preparing grenades.

 

Any bolters can Semi-Auto AND walk forwards - get the Armsmen to lie down and crawl towards you, weight of fire and advancing is all that is going to work here, plus:

Squad Modes - some of them allow you to use reactions to make a Standard Attack.  Improvements in Rank can make this SA-Burst and FA-Burst.  You can spend two fate to bump the Rank up.

 

But:  Mission comes first.....

 

I assume this is the case, but do the extra hits afforded by explosive damage also need to roll damage?

 

I always treated them as an extra hit, rolling damage, plus the weapon qualities.  I took the book literally where it says a "Hit" and hits roll damage, so...up to you boss.

 

Guess in my group, heavy weapons on the hordeand Sabaan starts picking off Warriors?

 

Decide that after Cadence fires :smile.:

 

Edit: Well that went swimmingly....

 

MR.

Edited by Mazer Rackham
Just a post to mention that Xin - if you wished, you could do clear Akkad's Heavy Bolter (blessings and benedictions to the machine spirit, etc.) You could do this as a half action. I'll leave it up to you. Edited by Commissar Molotov

Just a post to mention that Xin - if you wished, you could do clear Akkad's Heavy Bolter (blessings and benedictions to the machine spirit, etc.) You could do this as a half action. I'll leave it up to you.

I am finishing up this week's workload but this seems like a half action well spent!

Since we are able to fire a bolter one handed, Sabaan might still put out some hurt in the direction of the Tyranids! Or might save the other half action for the other heavy weapon on our side...

 

I am halfway through replacing my last placeholder, so I am putting a smaller one here to move things along.

Little tidbit since this is basically going to be a squadmode testing of the system:

 

 


Extend Support Range
As a Half Action the Battle-Brother nominated as the squad’s
leader (see page 238) may extend his Kill-team’s Support
Range (see page 213) by a number of metres equal to his
Fellowship Bonus. For this Skill to work the Battle-Brother
must be either within visual or vocal range of his Kill-team.
This extension lasts until the start of the Battle-Brother’s
next turn.
Page 97 Core.
Edited by Slips

Awesome stuff from awesome players! 

 

With Tyber and Sabaan having updated I can move the lower corridor forward, though I'm still waiting for Dos. If you're reading this - you don't have to go to the extent of rolling damage, etc - you simply have to tell me as the GM what you want to do and I can handle rolls for you if you're not sure. 

Just rolled up Greysight's actions with Nineswords... the Tyranids are in for a rough time! 

 

A.T.  - I always have trouble with this sniper rifle. Can I just clarify why you rolled 3D10 and ended up with 8+5+5 damage? In the Errata the Ultra is 1D10+4..? I've read through all of Atratus's stats, skills and the two pieces of the scope. Where are these dice coming from?

Edited by Commissar Molotov

Looking forward to it Nine, I enjoy your updates.

 

Gives me a bit to finish my placeholders. And so far, has been always been worth the wait on you guys!

 

I can only agree with this, so much good stuff in this so far, from everyone, makes me strive to be better and it's great to be here.

 

MR.

Edited by Mazer Rackham

My post is 90% done. Just waiting for Dosjetka and Slips to post with their actions, along with an explanation for A.T.'s damage roll. 

 

Keen to get this done! 

FUNNY YOU SHOULD MENTION THAT :P

@ Mol - I hope AT doesn't mind, I can assist with the Sniper rifle damage.  His bonus dice/damage come from the Weapon Quality: Accurate, which adds 1 D10 per DoS to the damage.  Don't know about the sight though - is that right AT?

 

@ XIn - perhaps I can help here as well - to damage the Horde, you just roll normal damage - 2D10 picking the highest (thanks to the Weapon Quality of your Holy Bolter: Tearing) and then add the weapon damage of +9 to the roll and any other additions from armour or skills etc.  Add 1D10 for any Righteous Fury if it pops up, although you can't apply the 2D10 from Tearing to it as it stipulates in the FAQ it's a single die. 

 

Since your weapon also inflicts Explosive damage, you also gain a secondary hit, just roll damage as above (unless Mol rules the Explosive damage does not benefit from tearing - in that case just roll 1D10).

 

Mol then calculates Horde damage for you :)

 

Hope I came across clearly there...Deathwatch rules get...wacky at times.

 

Hope that helps, sincerely not meaning to gazump anyone here.

 

MR.

@ Mol - I hope AT doesn't mind, I can assist with the Sniper rifle damage.  His bonus dice/damage come from the Weapon Quality: Accurate, which adds 1 D10 per DoS to the damage.  Don't know about the sight though - is that right AT?

 

@ XIn - perhaps I can help here as well - to damage the Horde, you just roll normal damage - 2D10 picking the highest (thanks to the Weapon Quality of your Holy Bolter: Tearing) and then add the weapon damage of +9 to the roll and any other additions from armour or skills etc.  Add 1D10 for any Righteous Fury if it pops up, although you can't apply the 2D10 from Tearing to it as it stipulates in the FAQ it's a single die. 

 

Since your weapon also inflicts Explosive damage, you also gain a secondary hit, just roll damage as above (unless Mol rules the Explosive damage does not benefit from tearing - in that case just roll 1D10).

 

Mol then calculates Horde damage for you :smile.:

 

Hope I came across clearly there...Deathwatch rules get...wacky at times.

 

Hope that helps, sincerely not meaning to gazump anyone here.

 

MR.

I will add the precision that Accurate adds 1d10 per 2 DoS up to a maximum of 2d10 extra damage.

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