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Charmander said:
scottpilgrrim said:
Well under RAW, a Librarian with a Heavy Bolter and Suspensors can use half-action powers and fire full auto, while a Devastator can fire full auto and quick a grenade and throw it. I will admit it's valid RAW but it is not something I like.
I'm running my game this weekend but I will run some tests for this scenario so that I can get some hard numbers to see if the Lib can get overpowered under that scenario.
But my friend and I are fairly certain it's the suspensors that are the enabler, as written. Maybe they should be errata'd to "Suspensors allow the firer tmo ve at his full Agility bonus in conjunction with a full-auto burst."
So as per RAW + Eratta + FFG's further explanation this isn't possible. Psychic powers count as an attack action, firing full auto counts as an attack action, as does throwing a grenade. So all of these are 'attack actions' and can't be done in the same turn. Not to derail this thread with a discussion on the topic, but Ross has said this isn't possible.
I'm hoping that the use of a Force Weapon doesn't count as double dipping. It would be a shame if you can't make an attack with the weapon and still use the 'power' to inflict extra damage. I also hope that a Librarian with Furious Assault or Swift attack can use the psychic 'power' of the Force Weapon with each strike, not just once per turn, but I'm not sure if that's legal.
HappyDaze said:
I'm hoping that the use of a Force Weapon doesn't count as double dipping. It would be a shame if you can't make an attack with the weapon and still use the 'power' to inflict extra damage. I also hope that a Librarian with Furious Assault or Swift attack can use the psychic 'power' of the Force Weapon with each strike, not just once per turn, but I'm not sure if that's legal.
Page 155 is pretty clear on this. Everytime you hit and do damage, then you can channel. Maybe it should be limited. Maybe.
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
I don't have any of the books with me at the moment, but I know in our DH group we treat the use of a force weapon with contested WP roll can only be done on 1 action, and treat it as a psychic attack. So said psyker with Swift attack swings and hits twice. The psyker can only channel one of those attacks. Since I never play a psyker Im not sure if thats a house rule or actual rules but I would treat DW the same way.
There are only two things you need in the universe. Faith in the Emperor and steel for your body. Just remember that only one of them stops bullets.
-Lucrosium Malice
This will stir up some commotion. Some answers from Ross Watson:
> 1) Can pistols burst in close combat in DW? (And if yes, doesn't
> that carry a high risk of wildly straying shots?)
No. Pistols fired in melee fire a single shot.
> 2) If no, does that mean this is a DW-specific change or does that
> apply to all of 40k RP?
It applies to Dark Heresy, Rogue Trader, and Deathwatch.
> 3) What actions can be done with pistols in close combat other than
> Standard Attacks? Multiple Attack (if so only 2-handed attacks only
> or does swift strike, etc also apply)? All-out attack? Guarded
> attack? I am asking because page 240 indicates more than standard
> attacks are possible.
Standard Attack (or as part of two-weapon fighting) only.
> 4) Does the answer given to question 3 carry on to all of 40K RP or
> only DW?
It applies to Dark Heresy, Rogue Trader, and Deathwatch.
Will post it to all 3 forums.
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
well... thats interesting... pretty harsh, but good clarification. Good improvement for melee I guess. I wouldn't say its too terrible, it just means that you dont want to bring a gun into a swordfight. Same as how the reverse is also true.
That's seemingly the opposite of what we've been told before, but whatever 
~Yea, Tho I Walk Through The Valley Of The Shadow Of Death, I Shall Fear No Evil~
Rogue Trader, Dark Heresy, Deathwatch, Black Crusade + Only War Playtester
Star Wars: Edge of the Empire Playtester
I do not speak in any official capacity for FFG, all my posts are my own opinion, speculation, etc.
One of Three Founders of Dark Reign
MILLANDSON said:
That's seemingly the opposite of what we've been told before, but whatever 
I know. I wonder if it's the last thing we've heard on it. Me, I'm going to allow swift/lightning strikes with pistols. Maybe it's worth double-checking it? Wouldn't be the first time for a swift correction... anyway, I am not going to ask the man. Don't want to pester him. 
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
I have to add a thought here: how do you recognize an Assault Marine's handedness when he wields Bolt Pistol and Chainsword? The Bolt Pistol will be in the off-hand because swift/lightning attack do not apply? 
I'll stick to the house rule that swift/lightning attack do apply.
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
MILLANDSON said:
That's seemingly the opposite of what we've been told before, but whatever 
Not just contradictory to what we've previously been told, but contradicted by the same rules guru from the past. After all, when this was originally asked and answered on the Dark Heresy forums oh, almost 3 years ago now, it was Ross who answered people.
I think the change is in attempt to balance certain aspects of play. But given the character I play sucks in melee (WS 24) and does not do TWW, this really turns him into 'Stealer treats to be anymore. In almost 2 years of playing Stealers are the only things I've ever had to be in melee with consistently and had to rely on the spray and pray with a pistol.
I don't know. I dislike the change given the experiences I've had and am having with the game I'm in.
-=Brother Praetus=-
"Truth is so precious it must be attended by a bodyguard of lies."
(Fortune Cookie)
"They say that once you have opened the final gate there is no way back."
(Fortune Cookie)
Brother Praetus said:
I don't know. I dislike the change given the experiences I've had and am having with the game I'm in.
-=Brother Praetus=-
I would say some rules plain hurt to change in existing campaigns, especially if people have built characters and encounters around a different interpretation (previous RAW); in my past experiences my group would simply hold off on implementing changes like this until the next round. Or at least allows the player who is boned by said change to make character alterations to fit with the new direction. I hope for your Adept's sake your GM does the same.
Without Signature
Charmander said:
Brother Praetus said:
I don't know. I dislike the change given the experiences I've had and am having with the game I'm in.
-=Brother Praetus=-
I would say some rules plain hurt to change in existing campaigns, especially if people have built characters and encounters around a different interpretation (previous RAW); in my past experiences my group would simply hold off on implementing changes like this until the next round. Or at least allows the player who is boned by said change to make character alterations to fit with the new direction. I hope for your Adept's sake your GM does the same.
Dual Inferno Pistols? It's the only that comes to mind against Genestealers. Even then they will have one good dodge. At least.
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
ak-73 said:
This will stir up some commotion. Some answers from Ross Watson:
> 1) Can pistols burst in close combat in DW? (And if yes, doesn't
> that carry a high risk of wildly straying shots?)
No. Pistols fired in melee fire a single shot.
> 2) If no, does that mean this is a DW-specific change or does that
> apply to all of 40k RP?
It applies to Dark Heresy, Rogue Trader, and Deathwatch.
> 3) What actions can be done with pistols in close combat other than
> Standard Attacks? Multiple Attack (if so only 2-handed attacks only
> or does swift strike, etc also apply)? All-out attack? Guarded
> attack? I am asking because page 240 indicates more than standard
> attacks are possible.
Standard Attack (or as part of two-weapon fighting) only.
> 4) Does the answer given to question 3 carry on to all of 40K RP or
> only DW?
It applies to Dark Heresy, Rogue Trader, and Deathwatch.
Given the above do you think that DHs dual shot can be executed in melee range with tww and two pistols?
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown"
— H.P. Lovecraft
Elesthor said:
Given the above do you think that DHs dual shot can be executed in melee range with tww and two pistols?
Page 140 says that Ranged Combat Talents apply, so things like Mighty Shot Talent would be in... this leads me to believe that Dual Shot (which does exist in DW too) might be in too.
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
ak-73 said:
Dual Inferno Pistols? It's the only that comes to mind against Genestealers. Even then they will have one good dodge. At least.
Alex
Given I play an Adept in Dark Heresy, you're talking about three talents that I would have to take as very expensive Elite Advances; Pistol Training (Melta), Two-Weapon Wielder (Ballistic) and Gunslinger. I've already got Ambidextrous as it's available to all Adepts at Rank 3 (Scribe). Pistol Training (Melta) is not available on the branch I took. Our Deathwatch game hasn't actually started up yet.
-=Brother Praetus=-
"Truth is so precious it must be attended by a bodyguard of lies."
(Fortune Cookie)
"They say that once you have opened the final gate there is no way back."
(Fortune Cookie)
For completeness Happy Daze's suggested amendments surrounding the Neuroglottis:
"Step 1) Add Survival to the list of Starting Skills on page 36.
Step 2) Remove Tracking from the list of Starting Skills on page 36.
Step 3) Replace the text for the Neuroglottis with the following:
Neuroglottis: The Space Marine may detect any poisons or toxins by taste with a successful Challenging (+0) Awareness Test. He may also detect any poisons or toxins by smell with a successful Hard (-20) Awareness Test. The Space Marine treats Tracking as a Basic Skill, and may (at the GM's discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted. However, it is important to note that none of these bonuses apply if the Space Marine is wearing a helmet for a sealed set of armour (e.g., Power Armour, Artificer Armour, or Terminator Armour).
I think that this accomplishes what I want without drastic alteration. It gives all Space Marines the training to Survive in hostile environments. Space Marines will still have a reason to purchase Tracking (from Rank 2 General Space Marine), and both Space Wolves and Storm Wardens will still have an advantage in purchasing Tracking from their Chapter Advances."
Alex
talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp
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