**WGXH** said:

Aye, I follow you.

On a similar note, I have another question regarding damage.

This is the impression I have, correct me if I am wrong, or even right, anywhere.

(Kraken Rounds Bolter example)

Roll to hit. Single Shot is a single roll to hit. Semi-Auto is a single roll to hit, with an additional roll to hit if successful. Fully-Auto is same but up to 3 extra shots.

If you hit, each shell deals 2D10+5 damage. Each roll of a 10 on a 2D10 allows an additional roll to hit, which can go on indefinatly).

The grand total of all of the above damage is accumulated, then compared against the foe's toughness score and armour.

For a play, we'll say that 2d10 rolled a 6 and a 3, leading to 9, +5 to make 14. Used against a Rebel Horde, which is Toughness 30, this is not enough to deal any damage at all.

If this is the case, how are the Marines meant to deal any meaningful damage?

Equally, I ask with regards to how melee combat deals damage.

I understand that Brother Elyas has a Power Fist, tripling his strength as stated, making his score 141, so a bonus of 14. His power fist deals 2d10 damage.

So if Elyas was to charge, he would do 1 attack with +10 Weapon Skills, dealing 2d10+14 damage. If in melee already, he could use 2 normal attacks, for (2d10+14)x2? or for (2d10)x2+14?

Sorry if this is confusing, but that's what it's doing to me.

Regards

Jim

Aye, I follow you.

On a similar note, I have another question regarding damage.

This is the impression I have, correct me if I am wrong, or even right, anywhere.

(Kraken Rounds Bolter example)

Roll to hit. Single Shot is a single roll to hit. Semi-Auto is a single roll to hit, with an additional roll to hit if successful. Fully-Auto is same but up to 3 extra shots.

** ***A normal bolter has a rate of S/2/4.*

Single shot means a single shot so roll once and if succesful roll for damage

Semi and full auto fire works a bit differently, roll once after bonusses are added (+10/+20).

On semi automatic you roll once, score a hit on a succes and one more if you beat the BS by 20 or more (and so on but this isn't the order isnce it only fires two shells on semi auto.

Full auto works the same, a hit on succes and an additional for every 10 you beat you BS

So if your marine has a BS of 51, and fires his boltgun on full auto he has an effective BS of 71, if he would roll a 69 he would hit once, if he would roll a 34 he would score 4 hits, 1 for succes, 1 at 61, 1 at 51 and 1 at 41.

Kraken Bolts add 3 to penetration, not additional hits.

If you hit, each shell deals 2D10+5 damage. Each roll of a 10 on a 2D10 allows an additional roll to hit, which can go on indefinatly).

*Correct*

The grand total of all of the above damage is accumulated, then compared against the foe's toughness score and armour.

For a play, we'll say that 2d10 rolled a 6 and a 3, leading to 9, +5 to make 14. Used against a Rebel Horde, which is Toughness 30, this is not enough to deal any damage at all.

* Incorrect, you substract Toughness Bonus (3 in this case) so assuming the guards wear Flak Armour you would deal 11 damage which is on average a dead Guardsman.*

If the Guardsman was wearing StormTrooper Carapace he would have had 6 Armour points and would have received 10 points of damage.

If this is the case, how are the Marines meant to deal any meaningful damage?

*See above answer*

Equally, I ask with regards to how melee combat deals damage.

I understand that Brother Elyas has a Power Fist, tripling his strength as stated, making his score 141, so a bonus of 14. His power fist deals 2d10 damage.

So if Elyas was to charge, he would do 1 attack with +10 Weapon Skills, dealing 2d10+14 damage. If in melee already, he could use 2 normal attacks, for (2d10+14)x2? or for (2d10)x2+14?

* Elyas would do 2d10+(SB x3) +2 = 2d10+14 penetration 9*

Elyas has a Strength of 47, you take the first digit which is 4, this is his Strength Bonus.

You double his SB for Unnatural Strength (x2) and the Powerfist makes the Strength (Bonus) mulitplier 3

His Power Armour provides +20 to Strength which means +2 SB which added at the end.

So it would be 2d10+ (4 x 3) +2 = 14...

Melee damage is resolved the same way as ranged damage.

Sorry if this is confusing, but that's what it's doing to me.

Regards

Jim