
Browman |

Brother Averruncus I present the following psychic healing power.
Action: Full
Opposed: No
Range: Touch
Sustained: No
Cost: 750 Xp
Description. The psyker can use this power to heal himself or his allies. After passing the focus power test, the psyker removes 1d10 + PR damage to the target. The power is dangerous if used frequently, as the body sometimes rejects the psychic energy. Each time a marine is healed after the first on the same mission he must make a toughness test, if the test is failed the marine removes no damage and his current wounds cannot be healed by this power.

Brother Averruncus, Librarian |

Warp Cauterize seems interesting but for 750xp, I cannot insert it in my first 1000xp spending.
Given the circumstances, would you allow me to take Warp Cauterize in place of one of my 3 free psychic powers (probably Iron Arm)? Since these 3 free psychic powers are priced at 500xp, i'll have a debt of 250xp. Is it acceptable for you?

Browman |

Warp Cauterize seems interesting but for 750xp, I cannot insert it in my first 1000xp spending.
Given the circumstances, would you allow me to take Warp Cauterize in place of one of my 3 free psychic powers (probably Iron Arm)? Since these 3 free psychic powers are priced at 500xp, i'll have a debt of 250xp. Is it acceptable for you?
I think that would be reasonable.

Brother Averruncus, Librarian |
1 person marked this as a favorite. |

Ok, so that would make my character as such:
WS 50
BS 46
St 43
To 63
Ag 41
It 40
Per 45
Wil 50
Fel 30
Wounds: 24
Fate Points: 3
Skills:
Awareness
Ciphers (chapter runes)
Climb
Dodge
Common Lore (Adeptus Astartes)
Common Lore (Imperium)
Common Lore (War)
Common Lore (Deathwatch)
Concealment
Drive (Ground Vehicles)
Forbidden Lore (Xenos)
Intimidate
Literacy
Navigation (Surface)
Psyniscience
Scholastic Lore (Codex Astartes)
Silent Move
Speak Language (High Gothic)
Speak Language (Low Gothic)
Tactics (Offensive)
Tracking
Traits:
Unnatural Strength (x2)
Unnatural Toughness (x2)
Talents:
Ambidextrous
Astartes Weapon training
Bulging Biceps
Counter-Attack (see below)
Deathwatch Training
Heightened Senses (Hearing)
Heightened Senses (Sight)
Killing Strike
Nerves of Steel
Psy Rating (3)
Quick Draw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Psychic Powers:
Augury
Smite
Warp Cauterize
Opposed: No
Range: Touch
Sustained: No
Cost: 750 Xp
Description. The psyker can use this power to heal himself or his allies. After passing the focus power test, the psyker removes 1d10 + PR damage to the target. The power is dangerous if used frequently, as the body sometimes rejects the psychic energy. Each time a marine is healed after the first on the same mission he must make a toughness test, if the test is failed the marine removes no damage and his current wounds cannot be healed by this power.
Starting 1000xp:
500xp for Deeds: No Quarter Given: +3 WS (already included above), Counter-Attack talent
500xp for +5 T (already included above)
Debt of 250xp
Starting equipment:
Astartes Power Armour Mk8 (Death is Joy: +2 Critical Damage, +1 Damage to horde magnitude)
Astartes Bolt Pistol
3 Astartes frag grenades
3 Astartes krak grenades
Astartes combat knife
repair cement
one Chapter Trapping (to be defined)
Astartes Bolter with fire selector
Force Sword.
Requisition Equipement:
Psy-Focus (15)
Astartes Jump Pack (15)(He is not trained in its use)
Stummer (5)
Dipole Mag-Lock (5)(for Force Sword)
Astartes Mag-boots (3)
Kraken round (5) (plugged in Bolter Fire Selector).
2 requisition points left.
Solo mode abilities: Suffer no Weakness (Iron hands mode)
Squad Mode Attack pattern: Sustained Suppression (Dark Angels mode)
Squad Mode Defensive pattern: Immovable Defence (Dark Angels mode)

Brother Averruncus, Librarian |

If you have access to Deathwatch Core Rulebook, all the possible combat actions are summarized on p237.
Time is divided into turn as you probably know.
On your turn, you can do 2 "half actions" or 1 "full action", and a certain number of free actions.
Aside this, at any time during your turn or out of your turn, you can do a single one "Reaction". You regain your "Reaction" at the start of your next turn.
The main shooting actions are:
Standard Attack: half action (shoot a single shot)
Semi-auto Burst: full action
Full Auto burst: full action
Note that your shooting options are somewhat limited to the shooting modes of your weapon.
Bolter can shoot both in Standard Attack and Semi-auto burst. The user choose which mode he wanna use.
On the opposite side, Heavy bolter can only shoot in Full Auto Burst. You cannot chose Standard Attack or Semi-auto burst with it.
Now, when you shoot on Semi-auto Burst, you get a +10 on your BS roll (that is: the +10 is added to your BS, NOT TO THE DIE). And if you hit, you have an additional hit for each 2 degrees of success (a degree of success is a margin of 10). Your number of hits is limited to the semi-auto burst capacity of your weapon.
So, if you have a Bolter (whose semi-auto burst capacity is 3), and if your BS is 60, you will have to roll 70 or less to hit (because of the +10 for shooting on Semi-auto). If you roll 50 or less, you have an additional hit (because you have 2 degrees of success). If you roll 30 or less you have yet another additional hit (because you have 4 degrees of success). No matter how low you roll, you cannot have more than 3 hits because 3 is the limit of your Bolter semi-auto burst capacity).
When you shoot on Full Auto Burst, you get a +20 on your BS roll (that is: the +20 is added to your BS, NOT TO THE DIE). And if you hit, you have an additional hit for each degree of success. Your number of hits is limited to the full-auto burst capacity of your weapon.
So, if you have a Heavy Bolter (whose full-auto burst capacity is 6), and if your BS is 60, you will have to roll 80 or less to hit (because of the +20 for shooting on Full-auto). If you roll 70 or less, you have an additional hit (because you have 1 degree of success). If you roll 60 or less you have yet another additional hit (because you have 4 degrees of success). And so on. No matter how low you roll, you cannot have more than 6 hits because 6 is the limit of your Heavy Bolter full-auto burst capacity).
You have few other actions that might interest you, I suggest you have a look on the book to have details about them:
- Aim
- Overwatch
- Suppressing Fire
- Defensive Stance (not related to shooting but it can become very convenient to use it when you are engaged in close combat)
- Move
- Run
- Disengage
- Reload
- Dodge
- Parry
Also, normally, a heavy weapon such as a heavy bolter requieres to perform the action "Brace Heavy Weapon" before it can be used. But Space Marines all have the Talent "Bulging Biceps" which cancel this requirement.
As for your second question, the action "Move" can be used as either a half action or a full action. Depending on what else you do during your turn, you can do either a half move or a full move, each turn.
The action "Run" is a full action.
I hope it helps :)

Browman |

Guys remember to roll your damage in the same post as your attack, either preview to see if you hit, or roll regardless and just ignore the damage if you don't hit. otherwise each round of combat could be delayed by a posting cycle just waiting on someone to post their damage.
Remember that tearing lets you roll an extra dice and drop the worst for dealing damage.
Also full auto and semi-auto can split rounds between enemies as long as they are within 2 meters of each other, which these two demiurg are.
And thanks to Brother Averruncus for the brief combat overview.

Browman |

How is it 5 hits? And how do I do damage?
You get one hit for passing the check, and one hit for every degree of success.
roll damage for each hit separately. Each hit deals 1d10+12 damage with 5 pen. Since the heavy bolter is tearing, you roll 2d10s and use the better one.
So it should look something like this per hit
Damage 2d10 + 12 ⇒ (6, 9) + 12 = 27 Pen 5 = 21 damage, 5 pen

Scorpelio |

From the book:
Page 141
Reflects how good the weapon is at cutting through armour. When a shot or blow from this weapon hits a target, reduce the target’s Armour Points by the weapon’s Penetration, with results of less than 0 counting as 0 (i.e. the armour provides no protection at all). Then
work out damage as normal.
For example, if a weapon with a Penetration of 3 hits a target with 5 Armour Points, the target counts as only having 2 Armour Points against any damage the hit deals. Note that Penetration has no effect on fields, but it does affect cover.

Brother Averruncus, Librarian |

How do fate points work?
Core rulebook p.204:
Spending one Fate Point allows a Space Marine to do one of the following:• Re-roll a failed test once. The results of the re-roll are final.
• Gain a +10 bonus to a test. This must be chosen before dice are rolled.
• Add an extra Degree of Success to a test. This may be chosen after dice are rolled.
• Count as having rolled a 10 for Initiative.
• Instantly remove 1d10 Damage (this cannot affect Critical Damage).
• Instantly recover from being Stunned.
• Enter Squad Mode without a Cohesion Test.
• Gain a +1 bonus to your Rank for the benefits of a Solo Mode ability.
• Remove one level of Fatigue.
Note that your number of Fate Points is given by Table 1-2:
Dice Result => Fate Points
1-7 => 3 Fate Points
8-9 4 => Fate Points
10 => 5 Fate Points

Browman |

I know this isn't gameplay related but did you guys see the deathwatch release from GW? I hope they turn the deathwatch upgrade kit to plastic
I will probably have to declare bankruptcy if they release a multi-part plastic deathwatch kit that is the same quality as the the sternguard kit.
The deathwatch game has nice models but they have too much chapter specific bling for my vision of current members of the deathwatch. The sculpts are super nice though. Especially the fell xenos cultists, they are amazing, if they ever come in multi-part plastic I am picking up enough for 10 guys to make a necromunda gang.

Brother Tarkus Devastator |

Where is the short range bonus I am confused this damn rulebook has stuff every where...
So quick question
To shoot I roll a d100 and if under my BS it is a hit...for every ten numbers it's under is hit and degree of success?
Short range is half my HB range?
And how do I figure damage?
What chapters should I read in the rule book to get a better understanding of all this

Browman |

Where is the short range bonus I am confused this damn rulebook has stuff every where...
So quick question
To shoot I roll a d100 and if under my BS it is a hit...for every ten numbers it's under is hit and degree of success?
Short range is half my HB range?
And how do I figure damage?
What chapters should I read in the rule book to get a better understanding of all this
Read chapters 7 and 8. Playing the game covers most of the rule basics, combat covers all the combat specific rules.

Browman |

two things I am noticing guys that it would be great if we could avoid in the future.
1. If you want to see how you roll to hit before rolling damage you have two options. Option 1, edit your post with the additions you have at least 30 minutes after you post to edit before it locks. Or option 2, use the preview button, you roll will stay the same when you hit post. The preview will show up above your posting box.
2. Look at the actions you are doing. If it is a full round action, you can't move and do it. If it is a half round action you can do a half round move and that action.
Thanks

Browman |

I am really not getting this guys...
Everyone is doing fine, learning complicated things like an RPG take time. Especially when you are also learning how to use a new website at the same time. Like with anything new there are always ways of doing things better/ more efficiently.

Brother Tarkus Devastator |

Ok so hypothetical post
I roll a 1d100 to determine if I hit....over BS miss under equals a hit
Then I roll 2d10 because we have tearing and take the higher of the two.
And because I have might shot is it 2d10x12 or 2d10x14 or is the +2 added after the damage is figured?
And I roll for each hit?
Please advise