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Dark Heresy
Serve the Emperor against the Forces of Chaos
Moderator: FFG Andy FischerFFGAntonffgjafferffgjoshGeckoMack MartinmauglirNocturneThe Spaniardynnen Topics: 2338 | Posts: 33397
Accurate weapons far too good.
by Felenis
Published on 03 September 2012 - 02:58:54
Page 2 of 2 (27 messages) « First page... 1 2
Reply #16 | Published on 06 September 2012 - 12:33:14
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Don't forget that raw, a lucky string of Righteous Fury could cause a thrown stone to slay a demonhost. Unlikely, but as long as you keep rolling those 10s it could happen.

"Silence you furry fool! I've had it with your whiningbumbling. You're finished here, cast out! Banished!"

~Lord Inquisitor Skeletor to Acolyte Beastman

Sisters of Silence Suppliment:

https://docs.google.com/open?id=0B8KKWWf8pgWaUEJCS20tTnRtWW8
https://docs.google.com/open?id=0B8KKWWf8pgWaekl4QjkyWUg1TGs

Reply #17 | Published on 06 September 2012 - 15:51:27
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 Alright, it seems I was wrong to think that Accurate is broken, ha ha

In response to a few queries, 

Yeah the assassin failed his test, but he only rolled 21-40 on the shock table and immediately snapped out of it on his turn.

The daemon tried dodging, but was unable too. And I was just a player, so I don't know what the GM had on it, or whether it is really dead. Yeah, it probably should have turned around and turned the Psyker to mush, but it was his first game ever, so I think the GM was being a bit easy. No more after that.

Finally, where does it say that multiple dice attacks can only trigger 1 righteous fury? The rules in the book don't seem to indicate this.

I still think they should be a bit more expensive or hard to obtain though. Why bother with a Lasgun or a Lascarbine when you can have the Glorious Long Las for only a few thrones more? After that little Daemonhost adventure, everyone is now eager to get their hands on an Accurate gun
When I GM I think I'll make em a little harder to get.

Reply #18 | Published on 06 September 2012 - 16:06:05
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Other than on demonic targets (or targets with high toughness values), cheap and easy auto-guns and auto-pistols with semi and full auto are probably going to provide higher damage thresholds and a higher average damage as a result. Not to mention the much more flexible and devastating ammo choices (man stopper, Dum Dum, etc)

I don't know if it's an optional rule or if it's in the book but I thought I remembered reading that if you kill a target and still have additional shots left you can pull them to the near by target (take this with a grain of salt since I can't say for certain)

"Silence you furry fool! I've had it with your whiningbumbling. You're finished here, cast out! Banished!"

~Lord Inquisitor Skeletor to Acolyte Beastman

Sisters of Silence Suppliment:

https://docs.google.com/open?id=0B8KKWWf8pgWaUEJCS20tTnRtWW8
https://docs.google.com/open?id=0B8KKWWf8pgWaekl4QjkyWUg1TGs

Reply #19 | Published on 06 September 2012 - 16:16:29
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 You can allocate full auto and semi auto shots before doing damage on them to other targets within a certain number of meters from the first target

Reply #20 | Published on 06 September 2012 - 17:07:21

Felenis said:

 Yeah the assassin failed his test, but he only rolled 21-40 on the shock table and immediately snapped out of it on his turn.

You know that for every 10 you fail your Fear test by (which should be a few, considering you're rolling at WP -30), you ADD 10 to the Shock roll, yes?

As for the Righteous fury rule, it states that if ANY of the (multiple) dice come up as a 10, you roll 1 additional die. Not one for each, just 1. IF you confirm the fury with a new BS test. So weapons with multiple dice has a greater chance of causing a damage explosion, but even if 3 dice come up as 10, you will only roll 1 additional die.

Tarald - The Dark Lord of Smeg
You're not drunk if you can lie on the floor without holding on

Author of the Players Datapad & The Excel Combat Datapad
Darth Smeg's House rules for playing DH with OW rules

 

 

 

 

Reply #21 | Published on 06 September 2012 - 19:38:41

This is one of the reasons I prefer the only war version of righteous fury. Instead of adding additional damage you just roll 1d5 on the crit table and apply the effect. Makes for more interesting combats without randomly overpowering the guns.

Without Signature

Reply #22 | Published on 06 September 2012 - 21:23:51
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Droma said:

This is one of the reasons I prefer the only war version of righteous fury. Instead of adding additional damage you just roll 1d5 on the crit table and apply the effect. Makes for more interesting combats without randomly overpowering the guns.

:: tosses a stone as an improvised weapon :: RIGHTEOUS FURY! roll d5…..5 effect:

"Muscle and bone take a pounding as the attack rips into the arm. The targets's Ws adn Bs are both halved for……. "

:: other teammates look on astonished :: "Get that man more stones!"

looking that over though that does seem like a solid system, though it is hard to resist the allure of watching a fellow acolyte (or yourself) roll damage, and more damage and MOOOORE DAMAGE!

"Silence you furry fool! I've had it with your whiningbumbling. You're finished here, cast out! Banished!"

~Lord Inquisitor Skeletor to Acolyte Beastman

Sisters of Silence Suppliment:

https://docs.google.com/open?id=0B8KKWWf8pgWaUEJCS20tTnRtWW8
https://docs.google.com/open?id=0B8KKWWf8pgWaekl4QjkyWUg1TGs

Reply #23 | Published on 06 September 2012 - 22:02:06

Skeletor said:

looking that over though that does seem like a solid system, though it is hard to resist the allure of watching a fellow acolyte (or yourself) roll damage, and more damage and MOOOORE DAMAGE!

Each method has a different feel. While I've played plenty of DH games and had fun continue to roll more and more damage eventually it's just kind of obsurd and makes things more powerful than they really should be. The 1d5 does something cool without out right killing your big bad through sheer luck.

It's a little off-topic but I also like the changes to how primitive weapons work. Your guardsman actually still has something to fear from your average cultist/ganger/mutant now.

Without Signature

Reply #24 | Published on 07 September 2012 - 05:37:37

For the new RF rules you need to at least inflict 1 wound, otherwise you are not going to roll on the critical hit table, but instead inflict 1 wound. And since BC, I think, the additional dice from Accurate cannot trigger Righteous Fury.

Without Signature

Reply #25 | Published on 08 September 2012 - 02:37:40

breez said:

 

Did you apply the fear test?  A Daemonhost has fear 4, so -30 to the fear test. Each Degree of failure adds +10 to the shock table.

In one of my sessions, the players plus 40 armed guards encountered a daemonhost and every npc was reduced to an inactive screaming mess.

Plus Deamonic Presence, which imposes another -10 on all willpower tests. That is a whopping -40 on the fear test. Only the most seriously bizarre rank 2 PCs will have much of a chance of passing that.

Fear tests are part of what make Deamons nasty. I remember someone about a year ago complaining Fearless was busted because it made daemons not that scary… and he had given it to the players at rank 2 or something (even though accoring to most of the tables I think it is a rank 6+ Talent). He had some element of a point, as aside from the Bloodletters the daemons in the core rulebook are not that scary as combat machines. Above average, sure, but they don't carry ranged weapons, and though they have TB of 6+ they generally don't wear armour (the fact the bloodletter does it what makes it more of a threat). The errata that gave them warp weapons (rather than the Primitive Weapons they carried before) means they continue to be able to harm PCs after they get heavy armour, but overall there are nastier enemies in pure combat terms. The real threat posed by them is the fact that PCs will quite possible totally loose control due to a fear test and so be near helpless for several rounds during which the daemons can play merry hell with them.

In the adventure in the rulebook the deamon at the end sent one man into a helpless hallucinatory stupor for the entire combat (and lost 9 permanent points of willpower… oops), another guy just pucked up his guts (on the bad guys shoes) for about 4 turns, another cowered behind a pew for a few turns, and another was sent screaming out of the Cathedral. Only 2 people passed the test (one because they were Dusk born and so reduced the severity of the check, and the other because they were just really, really jammy). If I had really wanted to annihilate the party, I probably could have done. As it was I was relatively lenient on them (partly delibirately, partly due to inexperience). Predictably after that the players took as many things as they could that helped them resist fear.

Without Signature
Reply #26 | Published on 08 September 2012 - 03:07:56

borithan said:

 

Plus Deamonic Presence, which imposes another -10 on all willpower tests. That is a whopping -40 on the fear test. 

Daemons, yes. Daemonhosts, no. They do have the Daemonic trait, which doubles their TB vs mundane damage (ie non-psychic/non-force), but not the Presence you refer to.

Tarald - The Dark Lord of Smeg
You're not drunk if you can lie on the floor without holding on

Author of the Players Datapad & The Excel Combat Datapad
Darth Smeg's House rules for playing DH with OW rules

 

 

 

 

Reply #27 | Published on 09 September 2012 - 02:58:54

Ah right… misremembered that then. Still -30 is a big penalty, at least at Rank 2.

Without Signature
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