Ithnaar
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Posts posted by Ithnaar
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Page 28 lists the starting equipment.
Note that the Standard issue and Specialties are cumulative, so a Librarian would get a bolter, bolt pistol, combat knife and their choice of force weapon.
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Yes, but assuming the flamer hits a target, then that target makes an agility test to avoid the damage, which happens to be a d100 roll.
If the *First* enemy hit rolls a 96-100 on their Agility test, then the weapon really jammed, and both he and the other targets in the area are safe.
Easy, solves the problem, follows the rules and doesn't call for more dice-rolling.
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Here is my interpretation of the rules, which make Wounds a dwindling resource throughout a mission:
Keep track of "Untreatable Wounds" which are accrued like this:
Brother Corpus takes 12 wounds from a variety of sources during a combat.
After the fight ends, Brother Medicus heals him for 8 wounds.
Corpus now has 4 points of "Untreatable Wounds": Wounds which *could* have been cured (since they were 'fresh'), but were not.
If, in the next fight, Corpus loses 2 wounds, and Medicus again restores 8 , he *really* only restores 2 because that is how many 'fresh' wounds Corpus took this fight. Medicae abilities cannot treat accrued "Untreatable wounds" on the spot. On the bright side, Corpus didn't get any additional "Untreatable Wounds" this fight.
In a third battle, Corpus loses another 10 wounds and Medicus again restores 8. Corpus adds 2 more for a total of 6 "Untreatable Wounds".
Getting rid of "Untreatable Wounds" requires either the expenditure of Fate Points, Extended Care, Natural Healing or Bed Rest.
I guess it comes down to GM style and preference. I think that if players get 'topped off' after every fight, then it's harder to build dramatic tension over the course of a mission, and does not punish sloppy playing and bad tactics : "So long as we win the fight and don't die, it doesn't matter how poorly we did, we'll be OK by the next one."
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Suijin said:
I looked through the rulebook and could find no mention of flamers jamming (like in DH where they jam on rolling 9 for damage).
All ranged weapons Jam on a roll of 96-100. (Deathwatch, pg. 249)
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From Page 123 of DW; The Meditation Talent Description
Success on a Willpower Test and 10 minutes without interruptions removes one level of fatigue.
From page 251 of DW; Removing Fatigue
Each 10 minutes of normal rest that includes no combat, no psychic powers and no strenuous activity removes one level of fatigue.
How exactly is the Talent (which costs a Rank 3 Librarian 500 advance points) an advantage ?

(Another) Salamanders Chapter build
in Deathwatch House Rules
Posted
A few Salamanders Psychic powers from my Salamader build:
Breath of Vulkan
500xp, no other req.
Action: Full
Opposed: No
Range: 60m
Sustained: No
Description: The Librarian issues forth a blast of incandescent heat, utterly destroying anything it touches. This power works exactly like an Astartes Multi-Melta gun. However, due to the horrific nature of the psychic incineration, the Penetration of the attack is equal to 9+PR. No Ballistic Skill roll is made, but the Focus Power test is made as if the Librarian were making one (modifiers for range, lighting, enemy talents, etc).
Flawless Tactics
1000xp, Rank 3, WP50+
Action: Half
Opposed: No
Range: 5m x PR
Sustained: Yes
Description: The Librarian connects the minds of his battle brothers, allowing for perfect unison in battle. So long as the Librarian does not move, he may reduce the cost of any Squad Mode Ability by one. Doing so causes a level of Fatigue to the Librarian. The power’s advantage need not be used every round if sustained.
Molten Hellfire
2000xp, Rank 5, WP 50+
Acts in all ways as the Dark Angel power Hellfire, except the attack also possesses a Penetration value equal to 2x PR.