5) It's only 1d10+25 pen 19. Assuming you don't have any way to reduce more than 19 (it's not felling, so you really should be able to top that with armour and toughness), it's still only 32 damage. You should be able to take that, it's just a matter of taking everything else as well.
6) Absolutely! I'd love to see the math on it.
Bonus point: Aiming also does not apply, sadly, as it specifies an attack, and the disarm action does not specify as having the attack subtype.
5- Its the entanglement that is the issue, not so much the raw damage. Every round you're making a strength check to get out, you're not disarming.
6. I'm going with a 22 DR for the marine, 12 from the artificer armor and 10 from toughness. 1d10+21 becomes 1d10-1. So thats maxing out at 9x3 remaining hits. Healing is 2xint+1d5. Assuming 5 int thats 11 minimum a heal.
So the quick recap is
Marine disarms axe
BT allouts with the whip.
-Marine relies on the FF to take it (can you FP force fields?)
-(alt FF fails, marine takes a wallop, and spends his turn breaking out, repeat whip attack)
Marine drops the axe onto a pile of melta charges, then disarms the whip (BT can't pick up axe without getting caught in a fatal blast of several meltas)
-BT then all outs with a fist
repeat until out of unavoidable hits.
Marine finishes the fight in style with up to a 70 requisition weapon as a DW champion.
This revised version no longer requires BS nor to be an ultramarine tyrannic war vet.
Edited by Kamikazzijoe, 05 November 2014 - 09:10 PM.