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27 minutes ago, Trokair said:

Do the Preysense Goggles help with this?

 

Good query. I will check how your equipment interacts with the environmental effects (I will place an update referring to the Halon gas etc upon ruling).

 

 

EDIT:

 

FOG, MIST, SHADOW OR SMOKE (BC Core)
Ballistic Skill Tests made to attack targets concealed by fog, mist, shadow, or smoke are Hard (–20). While a character is concealed by fog, mist, or shadow, Concealment Skill Tests are Ordinary (+10).

 

DARKNESS (BC Core)
Weapon Skill Tests made in darkness are regarded as Hard (–20), while Ballistic Skill Tests are regarded as Very Hard (–30). While a character is concealed by darkness, Concealment Skill Tests are Routine (+20).

 

After careful consideration, I will rule thusly:

 

Because of the half-light, each Difficulty for the actions listed in these two sections as quoted above will be reduced by One Step, (-20 becomes -10, etc) with the Highest Difficulty applying. Equipment providing Dark Sight, or Thermal VIsion suffer obscuration from the Halon gas and smoke fog, and do not suffer any Penalties for fighting in Darkness.

 

Does that make sense?

 

Edited by Mazer Rackham
36 minutes ago, Mazer Rackham said:

Equipment providing Dark Sight, or Thermal VIsion suffer obscuration from the Halon gas and smoke fog, and do not suffer any Penalties for fighting in Darkness.

 

So, is the miasma of halon gas that is mentioned in point two of the enviromental enough to cause obscuration? 

If yes then i take it that Dark Sight/Termal Vission is not going to help with the semi darkenss? If no then having those will help to reduce the penalty to 0?  

3 minutes ago, Trokair said:

So, is the miasma of halon gas that is mentioned in point two of the enviromental enough to cause obscuration? 

 

Yes.

 

3 minutes ago, Trokair said:

If yes then i take it that Dark Sight/Termal Vission is not going to help with the semi darkenss? If no then having those will help to reduce the penalty to 0?  

 

Due to your gear, you don't suffer the semi-darkness, you only suffer the obscuration, and only the worst penalty. Simply put - you only take -10 to BS tests. That's it, that's all you need to worry about mechanically. The rest is unaffected, so you do get some benefit from your gear, which I felt was appropriate.

 

Narratively, the shape of the enemy will wax and wane as the fog moves around due to movement. You can still see a couple of feet in front of you, so nobody will trip, either.

 

The guys who don't have dark sight or thermal have to use the Darkness penalties, so they get -10 to WS Tests, and -20 to BS Tests, but they don't add more for the fog.

 

Any help?

3 hours ago, Machine God said:

Kraggan has an Optical Mechandendrite

 

No worries, the entry for this item states it works like infragoggles, so therefore, you simply take the penalties under 'obscured'.

I love how Xenomorphs are trouble, even in 40k, but if they were discovered they wouldn't last five minutes.

 

Then the Crezzymen at GW go, yep, 11's our favourite number, and crunch the jackassery factor all the way up, and Genestealers are like REAL trouble because they cut out the middleman, have hands that can do dishes, and have foreheads that can stop bullets.

Edited by Mazer Rackham
11 minutes ago, Necronaut said:

WHO WANTS TO PARTAAAAAAYY??

 

Xerxes did manage to snag a krak grenade before the mission...

https://youtu.be/F4Z9LePKtdw?feature=shared&t=12

 

Actually if everyone else teams up and grapples the thing so it can't dodge then point blank full auto from his lightning weapon should do the trick. Just hold it for a few rounds while he recharges the gun and clears out the smoke.

Placeholder filled

https://bolterandchainsword.com/topic/383296-bc-the-blackest-heart-ic/page/22/#findComment-6093065

 

I know we where briefly in touch with the Marines, before we left the comms bunker thing was there any way for us to have let them know of our change in location or such?  

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