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Is the TB14 already including the Demonic(3)? 

T:62 = TB6 

Unnatural Toughness (+5) gets us to TB11

 

Or is there something else I am missing? 

Where's the Unnatural Toughness (+5) from in the BC Rulebook? 

I think that I saw it in character generation and then I missed it 

 

 

 

 

  

 

 

No problem, good question.

 

It's from Zealous Hatred (ZH). It works differently to Righteous Fury, and instead of adding damage, what it does is go straight to Crit Dam. The Character doesn't count as having a Critical Wound, they just get the effects.

 

Say your max wounds are 10. Your TB is 5 (for argument) and your Armour is 5. Your opponent causes 11 damage, which inflicts 1 wound after armour and toughness. Unfortunately your opponent has rolled a 10 (or 5 on a D5) for Damage, and has scored Zealous Hatred. They roll to confirm it, and do. Now, what happens is - instead of extra damage, they immediately roll 1D5 on the Crit Wounds Table. All the effects of the Crit Wound are applied - but you do not count as having a Crit Wound.

 

Now, let's say you are hit again, with another single point of damage. Normally with Crit Wounds, you would now be at Crit -5 but this is not the case. You merely lose another wound. You are now on 8 Wounds.

 

But what happens if your opponent fails to beat armour and Toughness? You take a single Wound anyway - the shot is considered exceptionally lucky, or fouled with sufficient chaos taint to inflict this damage.

 

I think that's right. Any help?

 

 

Thanks, just another little difference in BC compared to the others FFG games that I had not clocked properly yet.

 

That potentialy makes 10 rolls way more dnagerous, good to know. 

Edited by Trokair
 

Where's the Unnatural Toughness (+5) from in the BC Rulebook? 

I think that I saw it in character generation and then I missed it 

 

Yep, the Unnatural Trait. Applied 5 times here, since it just adds +1 per increment to your Stat Bonus. You either buy it or it gets applied by various effects. I'm not entirely sure any character can buy it, since it's a Trait and not a Talent. It would get bestowed by things like Gifts of The gods etc.

 

That potentialy makes 10 rolls way more dnagerous, good to know. 

 

We had to house rule it a little when I played BC with friends a few years back to not apply critical bonuses from skills and wargear to zealous hatred rolls - as a character with 'street fighting' could go all Kenshiro on things like hive tyrants and daemon princes...

  

 

GM Note: I think I wasn't very clear about Delphynie's Psychic Power attack in the description of her Actions, so I've gone to the Book.

 

(Core, p.209): A Psychic Blast detonates to cover a wide area, affecting multiple targets simultaneously. The psyker must nominate a single point in space anywhere within range and line of sight. If the Focus Power Test is successful, then every target within the radius of the Psychic Blast is hit by the power. Psychic Bolts of all kinds may be dodged as if they were any other kind of ranged attack. A successful Dodge Test is sufficient to avoid a normal Psychic Bolt.

 

Dodging a Psychic Storm or Psychic Blast is resolved in the same way as dodging Auto-Fire or Area Effect Attacks (see page 235 Core).

 

(Core, p.235): Evading Auto-Fire, Multiple Attacks, and Area Effect Attacks Some attacks—such as those made with grenades, flamers, or guns fi ring semi-automatic or fully-automatic bursts, are especially difficult to avoid. When Dodging an area effect weapon (such as a flamer), a successful Dodge Test moves the character to the edge of the area of effect, as long as it is no further away than the character’s Agility Bonus in metres. If the character would need to move further than this to avoid the attack, then the Dodge Test automatically fails. When Evading Full Auto or Semi-Auto Bursts, each Degree of Success on the Dodge Test negates one additional hit. When Evading Swift or Lightning Attacks, each Degree of Success on the Dodge or Parry Test negates one additional hit.

 

Essentially, then, if the Blast Radius is 18 metres, and your AG Bonus will not allow you to clear 18 metres (because you're at Ground Zero) then your Dodge fails, and the Damage is inflicted. This was my intention in the description I gave.

 

Since perhaps this clarity was lacking, I will let any Dodge Rolls stand, but from now on this is how we go forward.

 

 

Slow brain moment, my understanding was that the 18 radius is from Delphynie. Earlier it was stated that we were all (apart from those noted otherwise) approximately a mortal charge range away (15m was mentioned).

 

As such I thought that as for example Tarh has Ag4 I can move up to 4 meters to clear the blast radius, and as we are 15m from Delphynie 3m would get us to the edge of the effect and more that 3 would get us clear.

 

 

If this is not the case then what is the point of atempting to dodge as we would get hit regardless? 

No, you have it correctly.

 

Delphynie nominated the origin of the attack as 'Self' which IIRC is the actual text of the power, which then generated a radius of 18m, with herself as the origin of the detonation.

 

Tarh was 15m from the detonation point, with 3m minimum distance required to clear the blast area, as per BC Core rules for Blast dodging. With an AG Bonus of 4, and a Pass, Tarh moves 4m, and evades to the edge or beyond of the blast area, so he's fine.

 

Does that help at all?

 

EDIT: What's caused the confusion is that I boiled down the rules and split them up a little bit, which could have led to a reading that just Dodging negated everything, regardless of the combat circumstances. That wasn't my intention, hence the official rules reproduction in the IC Thread to close that omission.

 

Edited by Mazer Rackham

All good. I think I just got confused by the ground zero coment in your rules explantion post that then made me question my understandign hence the above clarification question. 

 

Essentially, then, if the Blast Radius is 18 metres, and your AG Bonus will not allow you to clear 18 metres (because you're at Ground Zero) then your Dodge fails, and the Damage is inflicted. This was my intention in the description I gave.

 

It made me think that the blast is actualy centered on each player for that player, and to dodge it the player would need a (stupidley high) Ag18 to get clear as per the Evading area of effect rule. brain be sleepy brain and not in gear. 

 

It made me think that the blast is actualy centered on each player for that player, and to dodge it the player would need a (stupidley high) Ag18 to get clear as per the Evading area of effect rule. brain be sleepy brain and not in gear. 

 

Aaaah, I get what you mean. Yes, that would be utterly ridiculous.

 

*Makes note for future reference*.

 

 

It made me think that the blast is actualy centered on each player for that player, and to dodge it the player would need a (stupidley high) Ag18 to get clear as per the Evading area of effect rule. brain be sleepy brain and not in gear. 

 

Something that comes up on occasion related to this is that you need enough agility to clear the area of effect, not always the absolute distance of the blast.

 

(i.e. move 1 meter to get behind a solid wall to avoid a blast of shrapnel - since that kind of explosion doesn't extend its area of effect through solid objects)

@Mazer Rackham Reference the Blister Door to access the Flight Controls, you have put:

 

The blister door will be secured, and requires a Hard (+20) Security Test to open

 

Shouldn't it be Hard (-20) Security Test?

 

The +20 makes it an easier target to reach.

 

 

 

@Mazer Rackham I have resurfaced! A quick question: would Ukalegon be able to charge Delphynia or would he need to chew through the horde of daemonettes first (unsure about how much screening they're providing)?

 

I am hoping to do something suitably insane and/or heroic for your viewing pleasure. ;)

Edited by Necronaut
 

I'm pretty sure Mazer said that they were blocking us from a direct Charge... however, that may not apply for Ukalegon because of his jump pack...?

 

This is why I was hoping for a spot of clarification. It would be extremely metal (and a bit mental) if Ukalegon had the room to vault over the horde and land a plunging attack atop the greater daemon a la Sanguinius circa 10,000 years prior. If not, then we can use the Lamenter to tie the horde up and allow the rest of you to pour heavy weapons fire into the keeper of secrets.

 

RIP AND TEAR, LADS!

 

Edit: one other thing: in the case of multiple hits vs hordes, I cannot for the life of me remember if bonus damage from a charge attack (see: DW Assault Marines or the Raptor talent from BC) only applies on the first hit or gets carried into each subsequent hit as well. This would of course only apply if Ukalegon charged the horde.

Edited by Necronaut

Everyone hang on a minute, we've got a few queries to sort out here.

 

@Machine God You were in CC with Delly, and Dodged. Being that you were within 2m, I'm not sure how you can dodge and suddenly end up more then 25m away near the blister door? That's roughly the distance as per the orientation map. It was not your Turn, so a Disengage movement was not possible (and would only have been 4m).

 

Dodging in CC doesn't work like that - it does not allow you to move out of Combat for free - since you require a Disengage Action, which is a discrete Full Action completed on your own turn. Are you stating that you have left Combat? Be aware, you will incur a Free Strike from Delly, and the Sirensong.

 

If you want to do the Tech Use test, AFAICT it's two or three Turns away. You're going to have to:

  • Disengage (Move 4m and hope to Hell that Delly doesn't follow you with a 3m Range next turn);
  • Full Action: Run to cover the distance in one turn (This needs an AG Test or fall over);
  • Full Action: Tech Use.

If you just want to cut and run then fine, but you're leaving Combat = Free Strikes which you can't Dodge because A, you've burned it, and B you can't Dodge them anyway.

 

But before any of that, though, you're going to have to give me one of two tests:

  • AG Test to avoid looking at Delly (you have not declared you have closed your eyes)
  • A Willpower Test to avoid being Stunned.

If you wish to declare you're closing your eyes, this is a Free Action. However, if your eyes are closed and you need to make an Agility Test (which you will if you Run), it becomes Difficult (-20) as per night fighting because you can't see where you're going.

 

That's the setup.

@Mazer Rackham - Sorry GM. I obviously read too much into the Get out of Jail Free dodge that you gave us.

 

So as it was just a Dodge and he's still in Close Combat range Kraggan only has one action. It was something that @Lysimachus warned me about.

 

Do you wish me to do a Full Edit or just Strikethrough the part that never happened?

 

 

 

Edited by Machine God
One Action

Well, we're playing from the same deck now, so let's square it away one step at a time - let me know what you want to do first, and we'll sort out what needs to be done with edits, and then we'll get this show back on the road. :thumbsup:

 

EDIT: I'll mulch this post to avoid doubling up, which I hate.

 

@Necronaut, unfortunately the rules state that when you charge your last 4m must be free and clear. Since the Sirensong are in your way, and Delphynie is surrounded, you cannot reach her. That's the deal.

 

However....

 

You may make your Charge Action, which I think provides you with a Single Attack at +10 (WS Test). However, to do so, you will require an Operate: Aeronautica Test due to difficult environmental conditions for the plunging attack.

 

You will make an Opposed Piloting test against Delphynie's Agility (Dodge) Stat. Be warned, Delly's Dodge is now 101. If your Infamy Level is sufficient to allow you to increase your DoS, this may be used. Similarly, you may use Infamy to add +10 to the Test before you roll. You may add +1 damage for every metre you declare your plunging attack to start from to a maximum of 10.

 

If Delly Catches you, this is the Fall Damage you take after Knockdown.

 

If you succeed, you automatically hit, and instantly confirm instances of Zealous Hatred equivalent to your WS Bonus, regardless of your Damage Roll (which of course is dealt with normally).

 

  • If you fail by 1 DoF, your attack misses, but you land next to Delly within 2m (you may specify next to whom, where.)
  • If you fail by 2 DoF, your attack misses Delly, but instead you make a plunging attack into the Sirensong, as though you had the Traits and Talents of an Assault Marine (Wrathful Descent?)
  • If you fail by 3 DoF, Delly catches you and slams you to the ground as if she has executed a Knockdown.
  • If you fail by 4 DoF, or more, Delly has seen you coming, has positioned herself perfectly - Burn Infamy, or Die.

 

This is the deal.

 

Edited by Mazer Rackham

@Mazer Rackham challenge accepted. A Charge action in BC is made at +20 WS (see p236, Table 7-1, though there is no indication of any bonus in the action description on p235), and can be coupled with a Standard Attack, a Swift Attack or an All-Out Attack. Do those bonuses stack, or must we choose one bonus over another? My post is almost ready, pending your advice.

 

Disregard, I forgot that this was covered in the Errata. To wit:

 

Charge (page 235): Replace the action’s description with: “The character rushes at his target and delivers a single melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move (see Table 9-31: Structured Time Movement). The last four metres of

the Charge must be in a straight line so the attacker can build speed and line up with his target. Once the attacker reaches his target, he may make a single Standard Attack at a +20 bonus (the +10 for Standard Attack is included). If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting Damage. See Grappling, page 237.”

 

@Machine God I could be wrong, but I'm pretty sure Heretics auto-confirm Zealous Hatred rolls. If your attack causes enough damage to bypass your opponent's armour and toughness, then they immediately suffer 1d5 critical damage (and some sort of critical effect) on top of the normal damage. Otherwise if you failed to damage with the strike, ZH allows you to still chip off a minimum of 1 wound on your attack. 

Edited by Necronaut
 

 

@Machine God I could be wrong, but I'm pretty sure Heretics auto-confirm Zealous Hatred rolls. If your attack causes enough damage to bypass your opponent's armour and toughness, then they immediately suffer 1d5 critical damage (and some sort of critical effect) on top of the normal damage. Otherwise if you failed to damage with the strike, ZH allows you to still chip off a minimum of 1 wound on your attack. 

@Necronaut - Thank you for the information. However I will not edit my post until the GM @Mazer Rackham states that this is the way that Zealous Hatred works.

 

 

Yeah, that's how ZH works. Unlike Righteous Fury, you do not have to roll again to get ZH to work, the only variable is whether or not the hit did damage. If it did damage the target then the hit becomes more severe by getting the extra 1d5 roll on the crit damage table. If not, the target gets 1 wound to represent a "lucky hit".

 

@Necronaut - Thank you for the information. However I will not edit my post until the GM @Mazer Rackham states that this is the way that Zealous Hatred works.

 

Yep, like Ikka and Necro mention, that's how it works, so make any alterations necessary on that basis. :thumbsup:

 

In other news, I got a message notification, but I have no new messages. If you dropped me a line, shout up - apologies if I missed it for some reason.

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