The Ghost of War |
finalized crit damage tables
added special damage entry in the battle reference witch is related to critical damage.
Those guys coming up with the table must have had a great time, lol.
@Monia: Please include the power level if you manifest psychic powers. Or state: "Always unfetted/fetted/push(x) until otherwise stated." Just to let me know what level you are operating on easily.
Cmd-Keen Medic |
Or watched too much braindead-style gore movies.
Shame you can't just copy those entries for copyright reasons.
She did specify unfettered in her last entry =3
Since I'm not fatigued anymore (since I didnt take crit) I don't have the previous -10 to my manifest so WP 41 + 30 (focus, unfettered, Psy 2) = 71
The Ghost of War |
Or for the fact that they embedded them as a frigging PICTURE rather than a table with text in the pdf I have at hand. The most of the pdf is text, but every frigging table (and there are a lot in there) is a picture ... so I couldn't copy&paste it in the first place...
And yeah, ooops. little things got over-read again. So nevermind Monia xD
Cmd-Keen Medic |
@Ashora
I think you missed one d10 in your damage calc.
You get +1d10 per 2DoS for a maximum of +2d10, so with 2DoS you already get one extra(for a total of 2d10)
- Not your usual +2d10 but hey, more dämätsch is more dämätsch =3
The Ghost of War |
Oh good point. I'll have to think about it ...
Lets go with any other option but you'll loose your next round despite the action you take. This depicts the moment of uncertainty where you're trying to decide what to do.
Sounds fair?
Otherwise cou could always tray a return to sender without penalties.
@Leni: No, this in fact is in the core book. I found it ... once upon a time. Hidden in some side box six pages behind the place you would have expected it or something. I'll add it to the reference though.
The Ghost of War |
That would be too harsh, since you may blow yourself up with a BS roll already, so there is a real danger with that option already.
But I wanted that WP roll for that action since it takes a certain effort to run TOWARDS a grenade rather than AWAY from it after all...
But having two rolls for that action that will result in major danger for you seems ... problematic for my liking - making that action not really worthy.
@Thud'dr: I think I don't have it in the rule summery yet but there is a thing called 'All out Attack'. This is a full round - single melee attack done @+30. But you give up your parry/dodge action. Which you don't have in frenzy in the first place. Sounds like the thing to do when frenzied, doesn't it? Will allow you to change your action retrospectively since it is not inside the rules. Should be enough of a bonus to make that a hit I guess?
The Ghost of War |
@Simmins: You can hit three targets. One was wounded from shrapnel and was sent to the ground by a huge leg wound. Two others Orks climb the side of the trench and are within your field of fire. How do you allocate the shoots? Go with ork #1-3 and hit #1-7. Or simply go "shoot #1 until he goes down then next" that's ok too. I'll apply damage until a crit effect/death sends them to the ground then repeat.
The Ghost of War |
Map update online.
@Ashora: Yup the one in the second trench is clearly visible and not yet in melee (he killed the poor guy and the next one is not yet in melee)
@Everyone in the first trench: You cannot shoot into the second trench without climbing out of the trench (witch will remove your cover from those firing from the razorwire). All remaining Orks in the first trench are locked in melee, so -20 to fire at them.
Simmins Olways |
Is there any rule I'm missing about full auto bursts into a cone which has allies in it? Or does that just get a -20? Don't want to do any friendly fire!
Also does his rebrace south encombass the insides of the second trench or just the outside edge?
Cmd-Keen Medic |
There is an optional Rule "Stray shots" on p254 of the OW core book but since it was never mentioned(or used) before I doubt we're using it, being optional an all =3
Short summary:
Either GMs rule that shots with exactly 1DoF hit others in the same melee OR they decide Semi-/Full-auto hits must be allocated to different targets in a melee
I'd guess that only happens if you decide to go gung-ho and fire into melee without the usual -20 tho, since those are pretty much you looking out not to hit your teammates.
Monia |
Also, just wanted to check, do we roll RF for characteristic damage? I highly doubt it but unless I'm blind, I couldnt find mention of it in the OW:C book.
Cmd-Keen Medic |
With the old RF you'd have to re-roll the to-hit roll for the first RF and score a success tho for the die to start exploding - there is no to-hit roll for attribute damage from criticals so that pretty much counts those out using the old system. =3
Monia |
True enough, but when playing in Deathwatch and RFing a Xenos and auto-confirming thanks to Deathwatch Training, shenanigans are a bit more likely.
Then again, you are a supremebadass what with being a Deathwatch Marine.
Cmd-Keen Medic |
Don't forget the walking thank part of the deal. ~21 Damage reduction most of the time. And instead of being hindered you get up to +25 to stats for wearing it.
To make our fight interesting the orks would have to be handled as a horde, rather small horde but a horde - and then the assault marine would break it by jumping on it _once_ and MAYBE hitting it a bit with his sword.
Good thing for humanity that those op demigods exist tho. Of course the guard totally wouldn't mind handing those 'invade tyranide hive ship with guns blazing and inject bio-toxin to spread to the whole fleet' kinda missions to us good ol' guard boys but they'd totally relocate their headguarders to 2 sectors over while doing so. Completly unrelated of course.
Cmd-Keen Medic |
Phix:
You'll probably get more mods than that =3
1. Thats a charge, which adds +20
2. You're now outnumbering the ork 2 to 1, thats ganging up. +10
3. Its eyes are both burnt out. While that neither exactly fits helpless nor unaware it should be something along those lines. Helpess is roll twice and add successes while unware is straight +30
The Ghost of War |
Of course you can attack. Talking a few ords - like you did - is a free action, so you have your full round to bash the Ork to your hearts content.
Even a stunned target is not helpless, so blinded will not count as blinded. Also it is not blinded any more this round. It was temporary thing from Ashora's RF roll and is now over.
But the other mods from Leni are all right. With a total of +30 you score indeed a hit!
The Ghost of War |
Wow, I just took a look at the Mechandrite ... it's ridiculous bad in melee! 1d10+2 with no stated Pen and no given strength score. If you compare that to the respective mechandrite in DW, the servo arm did something like 2d10, Pen:10 and had a total strength score of 14 for 2d10+14 damage!
Sure this is a normal human version, so I would have expected about half of it's damage ... but 1d10+2 Pen:0 is about as useful as a cheap mono-knife with an average human strength score 1d5+3 Pen:2
I think they really forgot to state the arm's strength score for it and add it to the damage OR they suddenly go with adding your own strength score to mechandrite damage - which is silly.
If the +2 from the damage shall reflect it's strength mod (so a Score in the twenties) it is not helpful at all. With a score of 2x you cannot even lift yourself, nor any really heavy objects - which is stated to be auto-success with this tool...
Oh my ... it's hotfix time again. Let's see ...
It grants you a +20 to St-Tests, so it should have at least a St-Score of +20 compared to an average human. Also yours has a good quality craftsmanship which should add another small boni in my eyes...
Let's say a normal Mechandrite would have a ST-Score of 50 and a good quality one a score of 60. Also the text talks about the vicious pincers of that device ... this does not sound like Pen:0 for me. Let's say it has at least Pen:2 so it can rip through e.g. grox hide and such basic armor with ease.
Together we now look at a total of: 1d10+6 I, Pen:2
This now equals the damage of a human with a chainsword and a Strength Mod of 4 (not uncommon for melee focused ones) - without the nice tearing quality of the chainsword but that's ok.
Thoughts?
Simmins Olways |
I'd say that a Tech Priest engineer that's meant to be on the frontlines like Celephix should have a weapon kind of like that. Tech Priest engineers that aren't supposed to go into combat should have the original wimpy version.
The Ghost of War |
Even those ... If you read the fluff ...
A fighting tech-priest appears always dangerous since their 'tools' always seem to be incredible dangerous, even if they are not exactly prepared for combat.
After all, this mechandrite is some kind of robotic arm, that can lift objects a normal human normally cannot, is made from hardened material, able to anchor the (not very light) tech priest onto solid objects and are built to repair armored vehicles - so they are strong enough to rip away damaged armor plating and such.
I have the feeling that being on the wrong end of such a 'tool' is not 'recommendable' for biological beings ...
Cmd-Keen Medic |
I'm pretty sure its intended to have the SB added to the damage since the "+2" Part matches the "+20" for strength tests.
I don't think thats contradictory to the way the servo arm works: With the walking tank thats called a power armor you can pretty much lock in place and have the servos in the arm do the actual work and use the "strength score" of those servos.
When using the manipulator mechandrite it helps, but you still have to use your own strength to do stuff - otherwise instead of pushing that big pile of scrap upwards you're using your mechandrite to push yourself down.
Thus use your own strength score but add +20 for the tool.
Also note that no other melee weapon states that the SB is added, there is just a general line somewhere that says so - The servo arm specifically states it does not use the users SB(If I recall that correctly)
Good craftmanship melee weapons add +5 to all WS tests made with them. Added damage only comes in at best craftmanship(WS+10, DMG+1) =3
Pen is harder realy. The pincer do sound viscious but on the other hand the lasgun as designated war weapon doesn't have any pen and the maniplator is actually ment to _handle_ heavy stuff, preferably while not destroying it in the process. Bonus on destroy armor actions perhaps?
Choon the Expendable |
Vicious pincers didn't necessarily translate to Pen to me. They may pinch and hold well, but they aren't primarily a weapon. The damage increase is ok, but I would leave the no pen.
The Ghost of War |
Mhhh, yeah. Adding SB would be the simple case ... but I don't like it... Why would your mechanic arm hit harder if your 'biological' muscle is stronger? It works with built in servo motors (or whatever they use for that in 40k^^) not with your musclepower ...
The part about WS from craftsmanship is a good point though.
But for now ... let's go with it. Its probably easier to just apply the SB of the wearer in addition hand waving the logic by "the just built in a stronger motor for stronger people" or something.
Choon the Expendable |
Well, it makes a kind of sense to me. You don't want augments like that vastly overpowering your bioligucal form or you'll be open to injury from stresses your body (specifically your skeleton) isn't equipped to handle.
Simmins Olways |
I just want there to be a situation where we have to massacre Dark Mechanicum engineers and they're not all chainsaw wielding maniacs but mostly helpless scientist types with limp mechandrite.
As a counterpoint for Pen, Engineers make armor, they should be good at knowing how to break it too.