Jump to content



Photo

Fire for Effect (and other Squad Modes that let you make extra attacks)


  • Please log in to reply
11 replies to this topic

#1 bogi_khaosa

bogi_khaosa

    Member

  • Members
  • 2,071 posts

Posted 22 July 2012 - 07:20 AM

So, Fire for Effect lets you use your Reaction to make a Standard Attack.

Does this supersede the rule that you can only make one Attack Action in one round? If so, does it let you exceed the weapons RoF? Additionally, can you make this attack on the same Initiative Order as your other attacks?

So, I have a bolter. I shoot with it semi-auto. Then, I snap off another shot. Is that legal?

Or, I have a lascannon. I shoot once as my regular action. Then, I shoot it again with Fire for Effect, even though its RoF is 1.

EDIT: Whoops, I clicked "publish" twice.

 



#2 Kshatriya

Kshatriya

    Member

  • Members
  • 2,686 posts

Posted 22 July 2012 - 02:31 PM

bogi_khaosa said:

So, Fire for Effect lets you use your Reaction to make a Standard Attack.

Does this supersede the rule that you can only make one Attack Action in one round? If so, does it let you exceed the weapons RoF? Additionally, can you make this attack on the same Initiative Order as your other attacks?

So, I have a bolter. I shoot with it semi-auto. Then, I snap off another shot. Is that legal?

Or, I have a lascannon. I shoot once as my regular action. Then, I shoot it again with Fire for Effect, even though its RoF is 1.

EDIT: Whoops, I clicked "publish" twice.

 

It supersedes general rules of how many attacks per turn you can make, just like Bolter Assault or Furious Charge would.

It would not allow you to exceed RoF. RoF is "amount of shots that can hit per attack," not per turn.

Bolter example = yes. Your action is shooting semi-auto. Your reaction is a Standard Attack. You followed the Squad Mode rules, the specifics of which supersede the general rule of one atatck per turn.

Lascannon example = yes. Your action is shooting a Standard Attack. Your reaction is a Standard Attack. You followed the Squad Mode rules, the specifics of which supersede the general rule of one atttack per turn. RoF applies to maximum shots that can hit per attack, not per turn.

If you had a plasma cannon with Recharge, for example, I don't think you could use your Reaction to fire again because you'd be recharging.

As to Initiative, I'd assume that unless you're using your Reaction defensively (against an incoming attack) then you'd be able to use it at any time in that turn before the next turn starts. Logistically that can create an order issue. For things like Bolter Assault or Furious Charge, I have the squad enter a "sub-round" where they go through the Squad Mode attack in the same initiative order as the rest of the battle, for simplicity's sake. Not necessarily a bad idea if you're at the end of a turn and use your Reactions though since Reactions refresh differently, you have a bigger area of time to use them, essentially anytime before your next action.



#3 bogi_khaosa

bogi_khaosa

    Member

  • Members
  • 2,071 posts

Posted 22 July 2012 - 08:28 PM

Wow. I didn't realize Fire for Effect was so good, for just 1 Cohesion.



#4 bogi_khaosa

bogi_khaosa

    Member

  • Members
  • 2,071 posts

Posted 22 July 2012 - 09:35 PM

Whoops, 2 Cohesion.



#5 Kshatriya

Kshatriya

    Member

  • Members
  • 2,686 posts

Posted 23 July 2012 - 07:11 AM

It's not as good as Bolter Assault or Furious Charge, but it fills a different niche. Probably good vs Hordes where you can't dodge/parry them anyway…may as well use your Reaction for something.



#6 Kamikazzijoe

Kamikazzijoe

    Member

  • Members
  • 161 posts

Posted 23 July 2012 - 02:00 PM

Kshatriya said:

It's not as good as Bolter Assault or Furious Charge, but it fills a different niche. Probably good vs Hordes where you can't dodge/parry them anyway…may as well use your Reaction for something.

That depends entirely on what you're squad is armed with.  In my group only the librarian uses a bolter.  Everyone else is melee or heavy.  Fire for effect means a lot of extra krak grenades and missiles for us.



#7 herichimo

herichimo

    Member

  • Members
  • 887 posts

Posted 23 July 2012 - 02:06 PM

Yes these abilities are very effective.

They let you do things normally not allowed with the game rules. Generally represented as the advanced training and battle instincts or biological superiority of the space marines. These abilities are what puts space marines above and beyon other dark heresy ruleset characters (acension characters for instance). They are countered by cohesion costs and this resources limited amount. If your players aren't using their solo and squad mode abilities they are severely limiting themselves.



#8 Kshatriya

Kshatriya

    Member

  • Members
  • 2,686 posts

Posted 24 July 2012 - 09:41 AM

Kamikazzijoe said:

 

Kshatriya said:

 

It's not as good as Bolter Assault or Furious Charge, but it fills a different niche. Probably good vs Hordes where you can't dodge/parry them anyway…may as well use your Reaction for something.

 

 

That depends entirely on what you're squad is armed with.  In my group only the librarian uses a bolter.  Everyone else is melee or heavy.  Fire for effect means a lot of extra krak grenades and missiles for us.

 

 

I say not as good because BA/FC allows for a good amount of movement and a single attack, while not actually taking up a turn and still allowing your Reactions to work and giving a chance to burn through enemy Reactions with your Squad Mode attacks.

Fighting a Horde, another volley of missiles or grenades or power weapon attacks would pretty much turn the tide.



#9 bogi_khaosa

bogi_khaosa

    Member

  • Members
  • 2,071 posts

Posted 24 July 2012 - 11:13 AM

Well, FfE is Sustained, so you can keep up pumping out extra shots forever, while the other two take 3 Cohesion a pop.



#10 Kshatriya

Kshatriya

    Member

  • Members
  • 2,686 posts

Posted 24 July 2012 - 03:33 PM

Yup. Definitely worth it if you're only fighting Hordes, so you actually get a use out of the Reactions.



#11 Unholy_Ravager

Unholy_Ravager

    Member

  • Members
  • 99 posts

Posted 30 July 2012 - 06:38 AM

 Sqaud Mode is as Death Watch groups Trump card. It's also what makes a tacitical marine probably the best commond character in all of the published WH40k rp systems.



#12 Kshatriya

Kshatriya

    Member

  • Members
  • 2,686 posts

Posted 30 July 2012 - 04:33 PM

Unholy_Ravager said:

 Sqaud Mode is as Death Watch groups Trump card. It's also what makes a tacitical marine probably the best commond character in all of the published WH40k rp systems.

Until you get Forging the Bond, at which point Tacmarines are only useful to provide lots of Oath options. They're too jack-of-all-trades to shine at anything in a game of heavy specialists.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS