Hey Guys! I got some new questions :)
1. How do you handle hordes with special weapons eg for every 10 guardsmen, one of them has plasma/melta gun. Do those specialists shot on their own, besides horde shooting, or do they take one of the horde shots? Or something different whatsoever. How to target those specialists (I presume at -20 to BS, but are to treat them as single guy with normal wounds, or as 1 magnitude guy, part of the horde)
2. What happens if you miss with shooting blast weapon. To you treat the shot as wasted, or do you roll on scatter table as normal?
Again thx for answers, and sorry for mistakes :)
a) If there are just one or two special/heavy weapons in the squad, you can just give them an additional normal attack with this weapon without any Horde Bonuses or effects. Keep in mind that this attack should be evadable as normal.
b) If there is a large number of special weapons in the Horde, you can change the profile of the Horde's attacks to reflect some sort of "average".
c) If there is a diverse selection of various special weapons besides the default weapon the Horde has, you can come up with a number of bonus effects they can add to their Horde attack and the Horde can choose each round what bonus they want (this is the way the Stormtroopers work in Oblivion's Edge; they can either add 1d10 to damage, a few points to Pen or increase Range by 100m, only one effect can be active each turn).
2. By default, they just miss and have no game effect. If you do want to use the scatter diagram, I would do it like this: If the BS test was failed by 3 DoS or more, the shot went wide and has no game effect whatsoever, if the test was failed it by less than 3 DoS I would make use of the Scatter table.
So we got our hands on Tome of Fate recently, and this is what we found:
Slaanesh power The Six Blades of Prospheron
"While this power is active, he must make two Lightning Attacks on each turn (thus spending both ofg his Half Actions)…"
I'm confused. I thought it was clarified, that no matter how many lighning/swift attacks you make, you make them as a single half action. Is this mistake, that needs to be errated or what? If thats the correct rulling what happens if someone has multiple arms talent?
If we find something more, we'll surely post it :)
I read this few times and everything is clear to me now.
Power says that you simply make 2 attack actions (instead of 1 normally allowed). Since you have the right talents and 2 weapons, you make:
Example - you have a slanesh badass with a sword and an axe
1.st half action - left hand LA(sword) +right hand LA (axe)
2.nd half Action - left hand LA(sword) +right hand LA(axe)
For a total of 4 LA - 2 made with axe, and 2 with swords.
With a tail you would have to make also a tail LA twice ( once for each half action).
Each of those is counted with the appropiate bonus instead of -10 for lightning attack.
The answer to your question is very simple - you make 2 attack actions, and both of them have to be LA. (that is why the last sentence is placed there - to make you sure, you are allowed to make 2 attack actions.
If life gives you lemons- Blood for the Blood God!
Heyyy it's me! Back with some mind bending questions for you to chew on.
So we got a psyker, and he's got Staff of Change, and is using it with Precision Telekinetics. (with boons of tzeentch, blades of baleful might (proven (10) and shit), whatevs). So the guy he is fighting with is something like 50m away from the psyker (which can barely see what he's doing with that staff, whatevs agains), and decides to smash that annoying 40dmg per hit dealing staff. Questions arise:
Metal weapon like sword should have hardness 10, hp 5 - i think its also a good hp for a basic weapon such as autogun
metal two H weapon such as two handed sword hardness 10, hp 10 - also good hp for heavier basic weapons like plasma guns and meltas and bolters
heavy weapons and reaaly big melee weapons like eviscerator or heavy stubber hardness 10, hp 15
good quality should add 2 to hardness and 5 to HP, best 4 to hardness, and 10 to HP, (all legion and SM weapons should be treated like best quality in this manner, so legion bolter hardness 14, and HP 20) repeat each step for exeptional and master crafted.
Now Inquisitors handbook says lathe blades have armour value 25 which is fine - eg hardness 25, hp as they were.
Force weapons add 2xPR to hardness
Now the problem is with weapons with power fields. Can they be destroyed? I belive yes, as I recall a picture of a SM with a broken, but still powered power sword. But how does power field interact with other power field? Is it like lightsabers with styrofoam sounds? How much tougher they should be? Their increased potential for destroying weapons is shown in their increased dmg and pen, so no change there. I think +10 to hardness is a ok solution, its more or less like damage it inflicts (+5 dmg and +5 pen for sword) OR - add that much to hardness how much more the weapons deals due to power field.
2: Now another thing - warp weapons. How do they work? If they bypass the armour to wound flesh only, then they are useless against vechicles and necrons or fully mechanized tech priests and weapons and all inorganic matter in that matter. It says they are immune to power field. But can be parried normally. So much to include, damn you FFG. If thats the case then we can assume that warp weapons are indestructible by normal means and cannot be used to destroy objects. In other case that they are intelligent weapons and we just ignore reason and assume they bypass armour and hurt anything then i think +10 or even +15 to harndess/holy or warp is in order.
Whaddya think? Is it any good?
Point 1: Don't really know how you should handel that one. That is one aspect of the game, which would need some additional rules.
Point 2: I wouldn't say that they are useless against machines or necrons etc. I always thouht of warp weapons as weapons which are abel to cut at a different dimensional level, sort of like cutting the atoms which the armour etc. is made of. At first there won't be much visible damage, because the parts just stick together, but the cut is there, it's real and it will become obvious when the armour etc. needs to protect against enother blow or is just moved around.
Last Point: I wouldn't allow the sorcerer in my group to use Blade of baleful might together with precision telekinesis, because in my interpretation of the BobM-psychic power, the sorceror needs to hold onto his weapon get the benefits like Proven (10). Second I wouldn't even allow the stacking of the proven quality, each qualitiy should just be taken once with this psychic power, else you will get poblems like the one you described above. If you still want to allow your player to use such a combination make it get back at him…. with all of this psychic energy transfered to the weapon there is no way that this wouldn't be visible, it should be more like an oversized bolt of lightning with differnent colors or something similar. So let the enemies go to hunt for that psyker, who is literally walking around with a giant sign saying "Kill me baby one more time.".
PS: Give your psyker the munchkin of the universe award for the maximum of ever experienced munchkiness.
Greetz, Mr. X