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You are here: FFG Forums /  Roleplaying Games /  Deathwatch

Deathwatch
Join a brotherhood of the finest warriors in the universe
Moderator: FFG Andy FischerFFGAntonGeckoThe Spaniard Topics: 1402 | Posts: 27518
Deathwatch Living Errata/FAQ
Published on 04 January 2011 - 14:01:29
Page 9 of 13 (185 messages) « First page... 7 8 9 10 11 ...Last page »
Reply #121 | Published on 22 July 2011 - 14:49:27
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I have a question about the requisition cost of the Crozius Arcanum. I know a Chaplin gets one for free but what is the cost for increasing the weapon quality, or are all Crozius considered to be of master craftmanship?

I have the same question about the Rosarius. I would also like to know the overload range for the Rosarius.

Sorry if this was answered before, I couldn't find it.

Thank you for your time,

The reward for kindness is betrayal.

Reply #122 | Published on 22 July 2011 - 20:16:47

Martial Hubris said:

I have a question about the requisition cost of the Crozius Arcanum. I know a Chaplin gets one for free but what is the cost for increasing the weapon quality, or are all Crozius considered to be of master craftmanship?

I have the same question about the Rosarius. I would also like to know the overload range for the Rosarius.

Sorry if this was answered before, I couldn't find it.

Thank you for your time,

I'm not sure about the Crozius Arcanum, though I don't think you can improve it any more.  Whether it's already Master-crafted, I don't know.

The Rosarius doesn't overload.  It's possibly the best piece of wargear in the game.  Since higher craftsmanship for force fields just lowers the overload threshold, trying to upgrade the Rosarius is pointless.

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Reply #123 | Published on 03 August 2011 - 19:22:21

The firestorm Multi-Melta

States that "If an attack roll using a multi-melta fails by five or more levels, the weapon flares out, dealing damage equal to the number of charges left in the fuel canister to and area equal to the weapon's blast radius."

When using a back ammo pack containing 100 melta charges.
And you somehow fail by 5 degrees, will you then use the weapons clip size of 6 or the ammo pack of a 100 charges.

And if you should use the back pack, will you then be able to rig a melta backpack into a 100 damage bomb?

Pain is an illusion of the flesh, Despair is an illusion of the mind.

Reply #124 | Published on 07 September 2011 - 22:54:40

Sarius said:

The firestorm Multi-Melta

States that "If an attack roll using a multi-melta fails by five or more levels, the weapon flares out, dealing damage equal to the number of charges left in the fuel canister to and area equal to the weapon's blast radius."

When using a back ammo pack containing 100 melta charges.
And you somehow fail by 5 degrees, will you then use the weapons clip size of 6 or the ammo pack of a 100 charges.

And if you should use the back pack, will you then be able to rig a melta backpack into a 100 damage bomb?

For the sake of both fairness to the player and discouraging the '100 damage bomb' idea, I would say that the backpack ammo supply's feed hose has a safety cutoff that would limit it to the weapon's clip size of flare-out damage.

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Reply #125 | Published on 27 September 2011 - 19:38:58
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HappyDaze said:

 

> 2) Almost all of the Deathwatch Black Shield Advances (page 101) appear on the General Space Marine Rank 1 (GSM1) list for equal cost. Is the Black Shield really intended to have so few choices, and if so, why not minimize his list to out all of the redundant skills and talents found on GSM1?

Not all Black Shields start out with access to the General Space Marine ranks... if you feel it is necessary, the GM may (at his discretion) of course add additional options.

 

 

I asked myself the same thing when making my character a Black Shield. However - and this may be because I'm totally new to the game - I am not sure I understand the answer.

If the Black Shield is an Advanced speciality meant for Deathwatch space marines, how can they start out without the General Space Marine ranks?

From what I understand, a starting character being Rank 1 can take anything from the Rank 1 General and Deathwatch lists as well as whats available to their Specialty and Chapter. If that is correct, a starting Deathwatch Black Shield loses access to his original Chapter Advances to gain the equivalent of a chapter list with 4 elements on it : Concealment +10 (usually higher rank), Silent Move +10 (usually higher rank), Trade (cheaper), Sound Constitution (x3 for 1000 xp, nice!). These choices are either better priced, not found on the General or Deathwatch Rank 1 lists or not something you automatically get as a Space Marine. Also, compared to the chapter lists that it replaces, it doesn't have a lot of talents available.

"Not all Black Shields start out with access to the General Space Marine ranks"

The only way I could make sense of that is that someone with no prior training as a Space Marine could show up in a blacked out power armor at the Deathwatch and be welcomed as a Brother with no questions asked? Like how someone who can't even hold a bolter quite right found himself a power armor?

Like I said, while I not new to tabletop gaming, this is my first experience with a W40k RPG. So, maybe an ascended character from Dark Heresy can meet  the requirement but, then again, the requirement is "Rank 1"; I understand that for everyone but a Space Marine thats starting at 0xp but, Deathwatch starts at 13,000...

So for all us newbies out here, could someone elaborate?

Thanks in advance!

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Reply #126 | Published on 28 September 2011 - 08:19:28
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The free Psyhic attack with the force weapon is ignoring armour and toughness, What is happening when someone hit a machine (predator tank), do the psyker just blow up the tank with 2-3 hit (ignoring armour?)


How can or can not use psy power on someone who is inside (control) a machine. Can you target the driver with psy powers (if the psyker successfully detected him)?


Psybolt ammunitions, if the psyker use storm bolter and full auto, can he add his psy rating to all hit or only the first hit, or not at all?
 

How much is the requisite cost of the psybolt ammunition, and how much renown is required for it?
 

Epystolary special ability: add willpower bonus to psy attacks included force weapons. How to handle psybolt ammunition, should we add the bonus as well?
 

If someone use psy power or combat tactic what is cancelled if the use move or dodge, what will happen if someone successfully grapple him? (Probably protected from the damage but technically he is "moving".)
 

Apotherachy special skill: create toxins: is the toxin works against a single unique enemy or good against enemy types (orks, eldars...). Can you use the toxin with bolters? Why it is only once a day? For me this ability is a bit strange I think developers should consider changing it to be more realistic ability, what could be very useful for the party.
 

Chaplain speciality: Fate based talents are not included in the list. Is there any special reason? (overpowered?)

Deathwatch Captain: Any ultramarine will get better leadership skills & talents than the Captain. I would expect some talent what can improve cohesion, or regen, or protect it. A psyker can regen cohesion too with some power, I expect something similar from the captain. Is there a discussion to improve this class?

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Reply #127 | Published on 28 September 2011 - 19:57:49
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Bcsordas said:

Apotherachy special skill: create toxins: is the toxin works against a single unique enemy or good against enemy types (orks, eldars...). Can you use the toxin with bolters? Why it is only once a day? For me this ability is a bit strange I think developers should consider changing it to be more realistic ability, what could be very useful for the party.

I'm no developper but, I took the liberty of rewriting the ability (including the latest errata) to explain why it would only work once per day and in squad mode only or how long you can hold on to the poison. Game wise, the effect is the same; just fleshed out. I added only a little bit at the end for flavor. Here it is if you want to use it :

Create toxins
The Apothecary has learned a special narthecium function that can create a virulent poison to help destroy a particular enemy. Using a tissue sample of a particular enemy as the base ingredient, the Apothecary can set his narthecium to produce the toxin as a Full Action but the automated process takes an hour. At this point, the toxin is stored within the narthecium until discharged. No other toxin can be produced while another is stored and, once emptied, it takes one day for the narthecium to purge it's systems before it is ready to produce a new dose of toxin, regardless of it's type.
With a half action, the Apothecary can set his nerthecium to gradually release the toxin as a thin mist around the Kill-team and their opponents. While the mist itself is relatively harmless, it clings to weapons and seeps into wounds causing attacks made in this combat to have the Toxic quality against the enemy type (Tyranid, Tau, etc.) for a number of rounds equal to the Apothecary’s Intelligence Bonus. Battle-Brothers wishing to benefit from this ability must be in Squad Mode along with the Apothecary as they must time their attacks with the poison's release.
Toxins created by the Apothecary using this special ability are able to bypass immunities to the Toxic Quality possessed by some creatures such as Tyranids. This exception only works when the toxin is used against the particular enemy that the Apothecary had selected when creating toxins. Creatures with the Daemonic Trait, Undying Trait and the Machine Trait are immune to toxins created by this ability.
The narthecium can also be emptied of a toxin with a full action, allowing it to start purging it's systems for the creation of another toxin. (Optional, additional part starts here) When doing so, a successful Hard (-20) Chem Use test allows the Apothecary to recover the concentrated substance; this residue can be use as the ingredients to manufacture a dose of Genophage toxin using the Trade (Chymist) Skill.

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Reply #128 | Published on 03 October 2011 - 07:17:00
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KommissarK said:

Razorboy said:

 

scottpilgrrim said:

 

 And no clarification to Psychic Powers... Can I psyker cast Smite and attack in the same round?

Because imagine a psyker armed with a Heavy Bolter + Suspensor, who can therefore Smite and Full Auto on the same round. Pretty powerful...  

 

 

No clarification is required because the core book is already clear on the issue: a psyker can attack and use psychic power in the same round (as these are two different actions), but he's still limited to two half actions or one full action per turn. He could not do what you describe because Full Auto is a full-round action whereas Smite is a half-action.

 

 

However, suspensors turn full auto into a half round action, so, by strict RAW, it is valid.

to be 100% clear you can use a non attack power and attack. smite + any attack is not vaild as thats two attack actions. also any power that deals damage is an attack action (core book in the psyker section i do not recall page number atm)

GM of a HUURRR MARINES table, wether i like it or not.

Reply #129 | Published on 07 October 2011 - 09:15:18
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 Question: If a Solo Mode or Squad Mode Ability allows a

character to take a half-action or full action out of turn or as
a free action, can the character still take his normal actions
in turn?
Answer: Yes. For example, a Battle-Brother uses Bolter Assault
to charge and shoot as a free action, he can then spend his
regular full action to charge and attack with a melee weapon,
or do any other full action or two half-actions
 
 
Contradiction? Clearly, this example found in the Errata FAQ shows us that a character can use the standard attack action twice in the same round. Which makes the issue "using two half-actions to attack" evident. What I believe the problem is? You can't, for example, fire twice or swing your weapon twice in the same round if there's no (or you don't have the) proper talent for that.
Reply #130 | Published on 08 October 2011 - 09:51:49

Salsa said:

 Question: If a Solo Mode or Squad Mode Ability allows a

character to take a half-action or full action out of turn or as
a free action, can the character still take his normal actions
in turn?
Answer: Yes. For example, a Battle-Brother uses Bolter Assault
to charge and shoot as a free action, he can then spend his
regular full action to charge and attack with a melee weapon,
or do any other full action or two half-actions
 
 
Contradiction? Clearly, this example found in the Errata FAQ shows us that a character can use the standard attack action twice in the same round. Which makes the issue "using two half-actions to attack" evident. What I believe the problem is? You can't, for example, fire twice or swing your weapon twice in the same round if there's no (or you don't have the) proper talent for that.

I'm not sure what you're asking or objecting to, but Solo and Squad Mode Abilities are designed specifically to allow this sort of thing. They represent special training which allows Marines to work together to accomplish greater feats- or in the case of Solo Mode, emphasize the individuality and ability of the given Astartes. The rules as written accommodate for the issue of firing or attacking twice or more in a round with the (semi)autofire rules and the swift/lightning attack talent tree. These in turn represent the cyclic rate of a weapon (some weapons physically cannot fire more than one round accurately in a five-six second period) and the ability of the individual warrior. Think of it this way: the Mode Abilities represent actions which have been drilled into the Marine to be almost instinctual, so they take less thought and effort on their part to commit. Making their own attacks, however, requires more careful targeting and the like, as they are not moving with their Battle Brothers or showing off one or two premiere aspects of being a Space Marine. Also, correct me if I'm wrong, but I don't believe that there are any Solo/Squad Abilities which allow the use of Swift/Lightning attack outside of your own turn, and the use of autofire for most requires the Marines to be a higher rank.

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Reply #131 | Published on 13 October 2011 - 05:41:22

Furious Charge lets you do a charge + a full multiple attack thingy at rank... 5 I believe, as a reaction.

Its freakin' beautiful. Enemies are about to unload lascannons or meltas or whatever at the party... suddenly, the enemy's turns are being interrupted by a ton of lightning attack charges. Even if not all the heavy weapon users are dead, then having a ton of astartes in melee with you pretty much ruined your options.

"You know, one day it occured to me, I'm working for an evil empire that is dedicated to rounding up my kindshoving us into gas chambers…I didn't even get paid all that much!

See, I realized what your Imperium's problem is… you're attempting to rule by terror… people who can totally crush baneblades with their mind. Like, right from the start, you have a few problems with that sort of business model."

Reply #132 | Published on 14 October 2011 - 14:43:45

 Okay, so multiple attacks with squad mode abilities are something you earn as you rank up.

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Reply #133 | Published on 26 October 2011 - 07:45:14

RESISTANCE(psychic powers);rank and xp?,because it not in the core, rob, and errata

thx for the inpot

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Reply #134 | Published on 27 October 2011 - 19:46:39

 Resistance (Psychic Powers) is a starting talent for all Space Marines.

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Reply #135 | Published on 25 November 2011 - 17:10:15

Gaire said:

 Resistance (Psychic Powers) is a starting talent for all Space Marines.

 

And, like all Resistance talents, provides a +10 bonus to the relevant roll.

-=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)

Dark Heresy tropes

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