| Vector Linear |
*twangs his banjo*
I think I'll save my collections of WH40k terrible meme til I find a reason for em. I'd be here all day otherwise. I will give you this one though as I really can't think of a situation it would come up in a game.
| Vector Linear |
| Vector Linear |
Best of luck in bashing your magic box back into alignment oh mighty GM.
As an aside Vectors initiative score is actually higher than his Agility score due to the Paranoia Talent.
Paranoia
You are always on the look out for
danger and secretly know that the
galaxy is out to get you. You gain a +2
bonus on Initiative rolls. In addition, the
GM may secretly Test your Perception
to see if you notice hidden threats.
Others, however, may find your constant
muttering and twitchy looks unnerving.
Hes a jumpy critter, and significantly more aware than the average human (trained awareness at 44).
| Simmins Olways |
Can Riktor get the murder servitors back in control? Shouldn't we be targeting the cloaked dudes or are the servitors deadly enough that we need to bring them down ASAP? Basically I don't know how afraid Simmins should be of them.
| Cimbria Arctus |
Without seeing the map layout I'm guessing the servitors are giving the cloaked guys some pretty good cover. I considered targeting the cloaked, and most likely will do so once I see the dimensions of the hallway and availability of cover. Taking out Mech-Cloak might go a long way towards giving Van Mander control of the servitors!
| Vector Linear |
*shrug* unless something prevents me from doing so my planned action is hucking a firebomb into the midst of them all. I figure cover matters for crap if you light the cover on fire. I'll likely aim for the cloaked figures if at all possible and due to my Init score actually being two higher I will be going next but I would kind of like to hold off on acting until I can see the terrain.
As on the murder servitors, possible but that would likely mean disabling then without destroying them so Riktor can get to the cogitators in their heads. I mean unless the binary command means something more than just (murder them all)
| Cimbria Arctus |
Added!
| Cimbria Arctus |
Saved a copy of the image. Then uploaded it to the map. Once on the map you should be able to manipulate it. Hover your mouse over a corner and manually shrink it!
What is the scale per square? 1m? 2m?
| Vector Linear |
Well, if that is the make layout then I just hit every opponent with that firebomb.(3 square burst in all directions) Vector appears to be behind them, (he is actually in the blank grey square under a warp power)
Murderbot1: 1d10 + 3 ⇒ (2) + 3 = 5
Murderbot2: 1d10 + 3 ⇒ (10) + 3 = 13
Murderbot3: 1d10 + 3 ⇒ (9) + 3 = 12
Murderbot4: 1d10 + 3 ⇒ (3) + 3 = 6
Murderbot5: 1d10 + 3 ⇒ (3) + 3 = 6
| Cimbria Arctus |
top of the page, listed as "tactical map" as a link. Just above the Campaign Info tab.
| Vector Linear |
Man, it is only as we get rolling that I realize the second level of psyker is at exp500 not exp 1000. That would have changed my purchases by quite a bit what with psy rank 2 sitting there
and staring me in the face. Reading comprehension fail!
Ah well, next advance is gonna be awesome if my terrible health doesnt get the best of me.
| Cimbria Arctus |
my next 500 is going to involve about 400 points worth of Sound Constitution, lol. Gotta get those Wounds up a little!
| Vector Linear |
Yeah, way I figure it is that with so few wounds I'm basically screwed regardless of what I do. Once I hit 1k exp i'm picking up a long-las/sniper rifle type weapons and delivering long ranged death.
Planning on awareness/ perception boosts out the wazoo and just making my bones on being quick/alert enough to not be there when the bullets fly.
Easier than investing 6-800 points in sound con only to get my head blown off by a Long-Las like a schumck.
Really bouncing on concepts between Telekinetic and Telepathic powers if I survive long enough to use them. Telepath is better in the social realm, where as telekine is a combat monster. Telepath is basically the brain ninja though so I'm pretty sure Roth had wanted to head down that path with the way he described his long term character plan.
| Vector Linear |
No idea as to size, I'm guessing each square is 1M across for ease of use though. Who knows I'm likely wrong.
Good to know Roths path. I'm likely to split my efforts myself between the two of them. Had I more wounds I would heavily consider biomancy for Seal wounds and effectively oblivation the need for Medicae as unlike the Healer minor power Seal wounds has no limits to the number of times it can be used. But with my stats the rest of the school isn't that good for me.
Apparently in addition to causing 1d10+3 pen 2 dam in a pretty huge area the firebomb makes each person affected by it pass an agility test or catch on fire. Here's hoping them here-teks have cloaks that make them extra flammable. Its all that extra-hereticalness just waiting to burst to the surface.
| Vector Linear |
The trouble with tanking in DH is the supreme lack of healing. The only safe option for healing takes hours at best and days at worst, dodging, taking cover and simply not being where the enemies want to shoot is typically the best option.
As you increase in rank the possibility of melee becomes more viable if you invest heavily into it. Unless you are a cheating psyker like me and just use telekinesis to wield melee weapons at range.
If you want to go down this route though,
1. should try and finesse your way into getting an arbite shield like Gabriel. Every scrap of AP you can stack on is going to be vital to your survival.
2. boost agi/dodge along with WS. you can get up to 2 dodges and 2 parries per turn at a high enough level, being able to use both means you have a much higher chance of survival.
3. Pretty much expect to deal crap damage with your melee weapon until something like a chain axe or a power blade falls into our hands. The unfortunate fact being that with the DH rules as they are guns are superior in nearly every way to melee until you get up to 80+ or more on SB and can start peeling tanks with your hands.
| Vector Linear |
Until you have enough points invested to make it worth while just go for a gun. Don't know when it comes in for guardsmen but grab Hardy when you can. Being considered lightly wounded regardless of damage makes healing you much easier for our adept.
Roth is highly likely to become god of all snipers if he takes insightful shot. Diviner with a rocket launcher, what horrifying sight.
| Vector Linear |
I take it that the two cloaked gents got cover from the pile of servitors in the way then?
If im reading it right the grenage should affect all of the bad guys but it does make sense that having someone in the way would lessen the effect by quite a bit.
I have nit used grenades a lot in the games of DH I did play, so I iust want to be sure im using them right. They seem quite powerful short range weapons so knowing how they work mean I also can know how to stop them.
| Simmins Olways |
I think I might be getting the hang of this. Semi-auto at range, shotgun at point blank, and melee close combat. Once I get Dodge and Quick Draw Simmins should be able to fight at any range with an effective weapon.
| Inquisitor Alistair Sharben |
Again, for your viewing pleasure and survival:
1d4chan's "How to Survive A Firefight in Dark Heresy"
Dark Heresy has something of a reputation for being highly lethal - your average starting character has somewhere between 9 and 14 wounds at most, and most rifle-class weapons do 1d10+3 damage on a hit - but assuming your GM isn't a complete dick and your characters fight intelligently, you can generally come off very well against most varieties of human opponent, and careful planning and equipment selection can even the odds even when fighting against xenos or demons.
Crucially, nobody takes as much damage as you might assume at first glance. Although the listed damage of weapons seems high compared to a character's total wounds, your toughness bonus and armour points both considerably reduce incoming damage. A starting Guardsman ignores between 6-8 points of damage from every attack, and that's assuming he's standing in the open like a gormless idiot. On top of this, one of the most commonly forgotten aspects of the Dark Heresy combat system is that everyone gets one Reaction per round, which can (among other things) be spent at any time to attempt to dodge or parry an attack, completely negating it. Although the odds of success aren't always fantastic, it's better to try and dodge that shot or parry that axe than sit there and take it!
Equipment selection is also very important. Although badass characters can indeed be very dangerous even with poor gear, even a low-rank inexperienced character can dramatically improve their combat effectiveness by making prudent choices when it comes to their loadout. If an acolyte cell plans together and chooses their equipment to complement each other, they can make themselves very deadly as a team. For a start, a set of Guard Flak armour is inexpensive, commonly available, comfortably wearable by all but the most unusually weedy characters, and dramatically improves your resilience to incoming fire. Any cell of acolytes that expects serious combat should be able to at least equip all its members with a set of Guard Flak, if it can't afford anything better.
When it comes to weapons, anyone can and should carry a few grenades if at all possible. Even for a character with low ballistic skill and no proficiency with grenades, all you need to do is land them reasonably close to whoever you're trying to hit. Depending on the precise situation, you might even be able to get away with dropping them on unsuspecting opponents from above or letting them roll down slopes to your foes, and they have the potential to injure multiple enemies at a time. Used properly, then can help turn the tide in a battle where you find yourself outnumbered.
The cell's primary firearms should be chosen to work well together. Weapons that can fire fully-automatic and weapons that have the Accurate quality are generally your best choices. A good hit with a full-auto burst can do serious damage to enemies, but by far their most important aspect is the ability to lay down Suppressive Fire. Crucially, even if you have terrible ballistic skill and no training with the weapon you're using, your ability to suppress enemies is completely unhindered. Your burst of fire almost certainly won't hit anything, but the difficulty of the test your foes must make to resist being pinned is unchanged regardless of how well you can aim. This can give less combat-oriented careers, such as the Adept, an important role to play when it comes to a fight, where they might otherwise have been reduced to hiding behind something heavy and occasionally plinking away with some crappy pistol.
High BS characters can be quite dangerous with fully automatic weapons, but should give serious consideration to using Accurate single-shot weapons, especially if they've picked up the Talents for making Called Shots at reduced penalty. Not only does an Accurate weapon grant an additional bonus to your chances to hit if you take the time to aim it, it can do extra dice of damage on a good shot - unlike a full-auto attack, this is a single hit that does more damage rather than multiple hits that are each individually subject to reduction by the target's toughness and armour. This makes Accurate weapons great at punching through the damage reduction of particularly tough enemies, particularly if combined with the Called Shot to aim for a part of the target that is less well armoured or isn't in cover properly. With appropriate weapon modifications (such as the Red Dot Sight) and a Half Action to aim, the acolyte is looking at at least a +30 bonus to hit. Most firefights will take place well within an Accurate weapon's effective short range, raising that bonus to +40.
Combine these two classes of weapon within your group, and you'll have some acolytes that lay down suppressive fire and force enemies into cover and some who can take accurate potshots at the suppressed enemies to take them down with little fear of receiving effective return fire. Any foe who manages to find cover sufficient to shield him from all shots can probably be reached with a well-placed grenade.
A good rule of thumb for any firefight is that if you're not in cover, all you should be doing is trying to change this state of affairs. Even if you're a tough guy in decent armour, the small amounts of damage that come through will add up if you're under fire by a lot of enemies. Take cover as quickly as you can whenever you can, and you drastically increase your odds of survival. Just as importantly, you must not be afraid of running away! The feeling that the group has to defeat every encounter that comes their way leads to many deaths. Sometimes, retreating in order to fight again some other day, hopefully better prepared, is the best option. If the fight isn't going your way - you're getting surrounded, taking too many injuries, or running out of munitions - make a break for it.
A cell of acolytes is at its most dangerous if it can prepare the area of the fight beforehand. Your role doesn't always have to be offensive, kicking in the cultists' door and firing wildly, hoping for the best; if you can figure out some way to lure your enemies to a carefully prepared killing zone (for example, your cell might pose as black market merchants with whom your enemies try to trade for supplies in order to bring them out of hiding), you hold a significant advantage. Heavy cover can be prepared in advance, with machine-gunners ready in hiding to cut down unsuspecting foes; scenery where enemies are likely to try and take cover once the fight begins can be rigged with booby traps or remote-detonator explosives. You can also position your group to surround the enemy and possibly attack from above, making it very difficult for them to find effective cover in the first place.
For psykers, you have ridiculously high chances of your brain exploding. Only cast if you need to, and do it at Fettered as much as possible to minimize perils. If you do cast, think carefully what sort of mind bullets you'll throw.
In conclusion, equipment and cohesive tactics are what make or break an acolyte cell in a serious firefight. Although having experience, high skills and plenty of talents helps, a lack of these is more than made up for by pimped out gear and a good plan. If you have both, your cell can become a force to fear even for very well trained and equipped enemies.
| Vector Linear |
This Link appears to have most of the combat modifiers in one easy to view place.
| Vector Linear |
Looks like it came from either Ascension or rogue trader. Cross pollination of rules between Dark heresy, Rogue trader and Death watch means that it shows up as a suggestion due to people cannibalizing the other systems to fill in gaps with the one they are using.
There is also rules for casting with MOAR powah! but it significantly increases the chance of Warp perils/ exploding into a daemon host.
Far as I've seen Fettered casting = 1/2 power dice IE: 0 for us right now
in exchange you don't risk Warp phenomena.
Without that as an option "Fettered" would be using the invocation power to increase your WP bonus for powers and/or chosing to just use 1 dice rather than more once you have the option.
| Vector Linear |
Meh, that's only what happens when you get access to Corpus conversion and get the sterotypical Blood to Power ability. 2 wounds to you and you increase your next power check by your WP bonus.
Though inflicting some minor harm on yourself could be a fun flavor way to go for Fettering. I mean your character seems to have lived the life of an Apostate/ Witch for some years so I would not be surprised if you had some weird traditions from that.
| Vector Linear |
*Shudder* and now I have the mental image of This Guy following your suggestion. Figured I'd share.
But why yes, you are correct there is absolutely nothing requiring you do to something with it. Hell by all accounts fettering doesn't even exist until DM Fenwick ok's it.
Though that does ask some odd questions for Telekinetics as their power requiring line of sight or not.
@GM. So is this fire easy to see through then? I was trying to figure if I could pop a round off at the cultists but find I am not sure of the smoke thickness a burning servitor puts out and/or a dead burning Here-tek.
Are servitors cyborgs or are they mostly metal with a few dangling flesh bits?