Rookseye |
LOL.
I told Kaltos a little while back that I would do this sooner or later, it was only a matter of time. That's what happens when you jump back and forth between two campaigns, I guess.
The funniest part is that I have been almost religious about double-checking before I finalize the posts.
Heck, it wasn't the first crossover I intended between the two campaigns, but I can say with certainly it won't be the last.
;)
Rookseye |
Hey Rook,
Was wondering if I could do a shooting reaction based off of our Squad Mode, and do my Psychic Power seperate as my turn?
Yep, since all the enemies have already acted, it makes sense to use your Reaction to take a shot. No need to Dodge this round...one of the perks of acting last In a round, I guess.
Eradico Pravus |
Rook,
From "Damaging a Horde" (p. 359):
"Weapons that inflict Explosive Damage (X) gain a bonus against Hordes, and count as having inflicted one additional Hit."
The superfluous comma in the above statement makes for confusion. I'm assuming the bonus *IS* the additional hit.
I don't think I've been adding in the "bonus" hit for any of my attacks on the termagant horde. For example in round 2 Brother Emeric hit the horde four times for a total of 72 points, thus reducing the horde magnitude by 7. But according to the above rule the reduction should have been 11. Or am I reading this incorrectly?
Lorm,
p. 247, Engaged in Melee reads: "Characters that are engaged in melee can only make attack actions with the melee subtype."
But...
p. 140, "Pistol weapons are fired one-handed and can be used to make a Standard Attack while engaged in melee." Check the rest of this section as certain modifiers are not applicable while in melee.
Gotta love FFG editing.
Eradico Pravus |
Rook,
Arg. Checked the Errata. It reads:
Damaging a Horde (page 359): The sentence “Weapons
that inflict Explosive Damage (X) gain a bonus against Hordes, and
count as having inflicted one additional Hit” should be changed
to “Weapons that inflict Explosive Damage (X) gain a bonus against
Hordes, and count as having inflicted one additional Hit per Attack
after all other Hits have been applied.”
So in my round 2 example it looks like Brother Emeric should have done a total of 8 hits rather than 7.
Anyways, something (else) to be aware of.
Rookseye |
Eradico, I had been adding the extra hit for the Explosive type right along. I did mistakenly record your last damage of 7 at face value, but that was my mistake brought on by too much Easter candy last night. I owe you a point of damage for your last attack and will add it.
Basically the damage inflicted for each attack on a horde only matters for purposes of getting through AP and TB and scoring damage; any damage, really. So long as you score damage by exceeding the AP/TB threshold, it counts as a hit. So, for you, four damaging hits each count as a point of damage against Magnitude, as well as one additional point of damage per each hit for the Explosive Type of the Bolter.
I hope this makes sense, this is how I understood things through multiple re-readings. I have also been basically house ruling an additional point of damage on hordes for each occurrence of Righteous Fury...I may suspend this however, as the Tearing quality tends to jack up these incidences a lot.
I'll post IC later tonight. If I've missed something here, please, everyone, provide your input.
Rookseye |
Wow, big battles like this one are fun, but also a little overwhelming on the stats/roll tracking front. Please let me know if I missed anything in Round#2.
As I read it (DW p. 277) (at work, and I don't have the errata handy) the Fear (3) WP test failure results in a loss of Cohesion equal to the creature's rating. All other effects of Cohesion loss limit the loss to 1 per round. So, I'm assuming the full loss was warranted. If anyone notices otherwise, please tell me in OOC.
Note: I rolled the Guardsmen and Commissar's Fear tests off-screen, success in both cases.
Eradico Pravus |
Wow, big battles like this one are fun, but also a little overwhelming on the stats/roll tracking front. Please let me know if I missed anything in Round#2.
It doesn't affect the outcome thus far but I'm wondering about melee hits vs. hordes. Re-read the section on p. 359. Do you actually have to succeed by two degrees for *one* hit or would that mean an *extra* degree of success? Confusing. :-/
Rookseye |
Rookseye wrote:Wow, big battles like this one are fun, but also a little overwhelming on the stats/roll tracking front. Please let me know if I missed anything in Round#2.It doesn't affect the outcome thus far but I'm wondering about melee hits vs. hordes. Re-read the section on p. 359. Do you actually have to succeed by two degrees for *one* hit or would that mean an *extra* degree of success? Confusing. :-/
The way I understand it Eradico, you receive one damage against Magnitude for just hitting, one degree of success on top of that would still mean one hit, hitting and then two degrees would mean two hits, hitting and three degrees of success still two, hitting and four degrees would mean three hits, and so on.
The trick is to just not think of that hit by less than ten as a 'degree' of success. It just means you hit. Degrees are units of ten over and beyond that initial hit. It is initially confusing to think in terms of degrees of success but you get used to it. It took me some time to hash this out in my head when we first started DH...I think it was even less clear in that ruleset...and don't even get me started on calculating opposed tests where one of the actors involved has an Unnatural characteristic...ugh.
Lorm Dragonheart |
I don't know if this affects anything, but on pg 211 it states that one of the ways to recover cohesion is if any member of the kill squad spends a fate point. I checked the use of fate points and that is not mentioned. Does that mean that if anyone spends a fate point for any reason, cohesion is recovered? It does not say anything about it in the errata.
Eradico Pravus |
Found this on the FFG DW Forum:
>No, it has been settled. I have been asking FFG and received this reply
>from Ross Watson on Jan 14th:
>Q: Does every Fate Point spent restore 1 point of Cohesion or only a
>Fate Point spent with the dedicated purpose of restoring Cohesion?
>A: Every fate point spent with the dedicated purpose of restoring
>Cohesion.
>I subsequently posted it in the errata thread, it's as good as official,
>expect it to be part of the next errata update.
Rook--Although the wording in the text (again!) is vague, your interpretation is correct. Only a fate point spent to specifically restore cohesion actually restores cohesion.
Rookseye |
Found this on the FFG DW Forum:
>No, it has been settled. I have been asking FFG and received this reply
>from Ross Watson on Jan 14th:>Q: Does every Fate Point spent restore 1 point of Cohesion or only a
>Fate Point spent with the dedicated purpose of restoring Cohesion?
>A: Every fate point spent with the dedicated purpose of restoring
>Cohesion.>I subsequently posted it in the errata thread, it's as good as official,
>expect it to be part of the next errata update.Rook--Although the wording in the text (again!) is vague, your interpretation is correct. Only a fate point spent to specifically restore cohesion actually restores cohesion.
Thanks for digging this up, Eradico, hopefully they crank out another version of their 'living' errata for Deathwatch soon.
Rookseye |
I had this idea occur to me the other day on my fifth time commenting out BBCode tags in a row for combat, how about a page on the wiki with templates for various weapons fire?
Here is my first attempt, using the blocks for bolters firing on Single, Semi-Auto, and Full-Auto Burst (standard ammo, of course). I figure cutting and pasting these templates will save everyone some typing over the course of the campaign. Let me know what you think, and we can add other weapons!
The page is linked off the "Battle Brothers" page under "Bolter Drill".
Rookseye |
Sorry about the quiet patch, guys.
Off-shift coverage occasionally means re-filling the sleep bank.
Once everyone has finished interacting with the guardsmen, determining the disposition of the vehicular transportation, and planning your next move, I will move the scene forward.
Balfic-graa |
They are the Talos, and the Cronus. Basically they are torture machines of the haemoniculi covens that double as war machines. The Talos kills you a cut at a time, or just rends you. The Cronus sucks out your vitality and soul like a slurpee.
Balfic-graa |
I'm a Iron Warrior and Dark Eldar player. While the models look great I am leaning on taking the Venom and Scourges. Holding out for the Razorwing. Already seen the pics for it, and it looks fantasic. As far as tasty an nice. Thats my spin when I play my IW. We are the bad guys, but we have a damn good reason. Dark Eldar are just evil. No way around that one Lol.
Rookseye |
OK, again, sorry about the lull in the action, long week at work. We're nearing the finish line for Extraction. I'll be posting more tonight based on your replies.
Who wants to play this?
I think everyone, Rad. I love the premise for this intro adventure, too, nothing more fun than an improvised prison-ship break!
Eradico Pravus |
Bal, finally checked out the updated Deathwatch Errata. The appendix is interesting with the modified weapons chart. Some substantial changes with no full-auto for bolters and decreased damage. Might be worth discussing once we finish the Extraction scenario.
Rookseye |
There is always room for more, Deiros. I know it is intimidating to consider the prospect of catching up through some 70+ pages of posts, but Eradico proved that it could be done.
Although I'm not sure how many Insanity Points he accrued for that, surely something on the magnitude of 2d10 or so.