Yup flamers is good but i never understood why only marine vets and terminators get heavy flamers.
Same for ogryn: if they are smart enough to figure out a ripper gun than they should be able to handle "tube-with-button, push button-flame comes out." weapons.
Wait I figured it out why ogryn don't get heavy flamers:
Commisar: "Roight lads! Get in the chimera!"
Bone 'ead: "Dawut?"
Commisar: "The metal box on threads!"
Bone 'ead: "Oh da armored troop carrier, roight got it!"
Dork the Ogryn: "But iz dark in dere!"
Bone 'ead: "dumbaz! we gots da tiny flame fer lightz!"
Dork: "Oh yez! still dark! Me make flame bigga!"
Commisar: "no wai-"
I had a great idea during warp travel
There is a roll that causes problems in the warp if not passed. If they roll the knee where the gellar field flickers I would keep the mission going like nothing happened and that they are just fine.
Get them out of the warp and continue gameplay as normal. Allow them to finish the mission and right before handing out xp the team leader or RT will roll a wp test of +30 and someone will let him know the gellar field is back up.
Divvy up Exp regularly but the next session you will run the exact same mission only certain things are different this time. Something as simple as someone's name being garl instead of Carl. The type of vehicle that drove them around. The simple locks that were there are now high security cyphers. Anything you want to do to mess with them. They do the same.misson with variations here and there and get double the xp. Just a fun plot twist for you to try out.
Head Memory: An internal memory storage, often the size of a plum. It can be installed in either the skull, neck or another body part of the owner. The size of store-able data can vary, and the memory can be routed to external and internal devices. ►Be careful about what you store up there. Even if you don't break during interrogation they can still access your memory. ►Crimson Sun ►Or make you worthwhile for a little kidnappin'. ►Doubster
Internal Air Canister: The air canister is an independent oxygen source which is implanted below one of the lung wings (for which a small portion has to be removed first). The user can draw air out of it and avoid harmful gases for a short period (45 minutes). Instead of air other gases can be loaded as well, an external access below the ribcage on the same side allows fast refill. ►Not only useful for divers. Sometimes the air in the hives tend to get too thick from … other fumes. ►Quick Lip
Internal Micro Bead: Just like the external variant, this one is implanted with speakers near the inner ear (thereby only the user can hear it) and the microphone in a fake tooth in the mouth. Switching it on or off requires a simple mental order. Usually only the owner hears the incoming signals, but he has to speak or at least mumble so that his partners can hear himself. Combining it with a Transducer enables a completely silent conversation. ►Real pros in the silent business take them only in combination with a Transducer. Silence IS golden. ► Sir Sneak-a-lot ►Several commanders and of course nobles also prefer some conversations to be exclusive. They buy them as well. ►Metal Rain
Kill Switch This is a general description of the internal killing mechanisms mankind has developed to kill it's pawns from a safe distance at a moment of their choice. Several methods of exotus are open for choice: a Cortex Bomb or Nuke Skull to vaporize ones head, a Chest Buster next to ones heart and other important organs, and the Cut Throat for the main arteries in ones throat. The effect for the 'user' is the same, instant death. Just like the explosive collar they can be triggered either by phrase or designated signal. The Nuke Skull and Chest Buster can be purchased for twice the price as an attack weapon of some means. The payload of ordnance is increased to not just destroy the internal organs of the victim but to deal damage to everyone (and thing) around him. Treat this as an area attack with a 5-meter radius and 1d10+5 X damage. The carrier of the Kill Switch automatically dies regardless of the damage dealt to his surroundings. ►Not nice. Since there is no guarantee that those who had that gotten implanted into you will also remove it or just to make sure you don't talk kill you any way. ►Kaltus the Rat ►I know a sick bastard of nobleman who once forced an Adeptus Munitorium official to bug his superior. After the work the Nuke Skull was 'removed' but when the magistrate came home and kissed his wife … BOOM! ► Hole Jumper
Mathematical SPU: A sub processor unit is implanted into the users brain and helps with all mathematical calculations, or can be misused as a stopping watch or a very accurate chronometer. It grants the user a +20 Bonus for all Tests involving Math, also to Logic, and appropriately to Chem Use, Demolitions and Tech Use Tests when accurate calculations are necessary. ►Not many get an education where complex calculations are taught but it boosts those with the right skills into ungodly levels. ► Sandwich Ham
Neuron Accelerator: A rare piece of technology that influences the chemical process of the neurons for data transmission and thereby boosting his reaction speed and reflexes. A person with this upgrade receives a +2 Bonus to Initiative for every time this upgrade is taken, to a maximum of +6 Bonus to Initiative. ►Faster than an Eldar on Rush, with this baby no one is faster than me. ►Lane Lonestar ►It only boosts your reaction, not your overall movement. So you still can't outrun the bullets, dead-for-brains. ►Neil the Barbarian
Orientation Device: A cartography unit using preloaded maps and positioning devices to create a three dimensional map. The user can see mentally the map or display it onto connected monitors. Key points can be highlighted, and various distances calculated. The preloaded maps can both be from external sources or internal ones. ►For those too proud to ask for directions. Just make sure your maps are up to date. ►Squeak-squeak
Transducer: This magnificent piece of art transforms nonverbal mental impulses into words and the other way around. It is very important for people who are otherwise unable to communicate but also enables a really soundless conversation. Simply connecting it to an internal or external Micro Bead and no one can listen in unless he intercepts the signals. Connection over Neural Plugs allows a direct brain-to-brain conversation. ►Most people with the natural deficiency do not have the money for that implant. I dare to say that 90% of the sales for those go to smugglers, killers, thieves and the other scum who wants nobody to listen in. ►Sir Sneak-a-lot ► You forgot the many nobles and business-men, who want their private meetings to be private. ► Zatan Zin ►Nope, those fall under the category 'other scum' I mentioned earlier. ► Sir Sneak-a-lot
Tooth Compartment A larger tooth, usually a wisdom tooth, is removed and replaced by an artificial one with a hidden compartment. It is hard enough to withstand the usual day-to-day actions, but can be broken by biting on it hard enough. The upper half of the tooth with the compartment can be removed in 2 Full Actions or a new one screwed onto it. ►Considering the poor dental hygiene in the Imperium fake teeth out of plastic and cheap metal are so common, it's impossible for the guards to regularly make sweeps against these fake teeth. ►Honkolef Vehicle Interface Circuitry As a relic from the Golden Age of Technology it is a highly praised (and priced) by members of the Adeptus Mechanicus. Glimmering neuron-interfaces are implanted into the tissues of the hands to allow an intuitive interface between a pilot and his craft. The implants grant the user a +10 Bonus on Pilot Tests when operating a vehicle with Interface Receptors. In addition the pilot may make a Perception Test (difficulty set by the GM) to determine a vehicles status and condition as a Free Action. ►IF you know a pilot/smuggler with that implant, try your best to be his friend. He is either rich/well connected/very good to get these into his hands. All of the three reasons speak for themselves, 'ey? ►Craktown
Modifications of limbs: The following list contains the possible modifications and extras that can be built in or onto bionic limbs. Usually a limb can only be modified once, but as long as it is big enough and the player can explain it good enough several can be built into one. Just use your imagination and a little bit of common sense. But never forget: The Rule of Cool! As an example take a Bionic Arm: The Arm itself can be modified to have an internal holster in the upper arm and a Forearm Weapon mounting on the forearms, and a Holo Visor connection running through the length of the arm. Chemical Analyzer: Can be either installed in fingertips, the tongue and/or the nose. After coming in contact with the questioned substance it analyzes it. Unless connected to a chemical database (like in form of a data-slate or a Head Memory) it only tells the substance chemical composition to the user like C6H12O6 instead of 'fruit sugar'. Location: Bionic Senses (Smell, Touch or Taste) ►I strongly recommend an installment in the fingertips, you can risk them easier than the other body parts. After all, would you rather stick your finger into a room to find out what combat gas they are using or your own nose? ►Sergeant's victim
Cyber-microscope: A microscope is built into the eyes of the user, enabling him to see even the smallest details in studied objects, or they can be simply used as a replacement for Magnoculars. Location: Bionic eye. ►Funny, I got mine to make it easier for the manipulation of delicate mechanical and electrical parts, but most of the time I just use them as magnoculars. ►Hard Cash ►If my apartment would have a direct line of sight into the pool hall of a private college too I would use it the same way ►Black Hunter
Concealed Weapon Bionic: In a Bionic Arm small weapons and pistols can be installed as a concealed device. They can be deployed/readied as a Half Action. The weapon cannot be removed with a Disarm, and locating them requires a detailed inspection or auspex scan. The GM has the final say what weapon is small enough for what limb. A Jam or Overheat automatically disables the bionic limb in question as well as the weapon. ►If you show up with an obvious bionic limb security expects you to have something built into it. So don't think that you will surprise them with producing a weapon from it. ►Metal Rain ►Don't be too stingy about investing into a good firearm and doc. I have seen so many idiots blowing their own limbs of with cheap guns and/or limbs I can't find it funny anymore. ►T.K. Extra Armor: An extra layer of armored plates/scales is added onto the limb, making it heavier, bulkier and impossible to disguise as a normal limb. The Armor Rating is added directly to the AR of the primary armor for that body part. Each time this upgrade is taken it increases the Armor Rating by +1, up to a max of +4 and must be bought for every Bionic Limb separately. Every point of AP on a bionic arm or head increases the users weight by 1 kilo, on a leg by 3 kilos and on the torso by 6 kilos. Location: Any Bionic Limb ►Yeah, hacking off all limbs and replacing them with bionics, and then slap more armor on it than on a tank. No one can stop me! ►Rushin' Leman ►It's nice to know that such a monstrosity can easily be spotted from miles away, and the weight slows you down well enough for everybody to still shoot you down like the mad dog you are. ►Howitzer
Forearm Weapon Mount: A single ranged weapon is mounted along the forearm, with specific hand movements (or an internal command through a MIU) triggering the weapon. This upgrade allows the user to have his hands free. The range of the mounted weapon is reduced by 30%, and only a Holo Visor Targeter grants always the full bonus. Only Pistols can be mounted. Location: Bionic Forearm ►Keeping at least one hand free for other work is often enough an invaluable advantage. With an internal HV you can point your arm in any direction and still fire accurately. ►Fritzerik
High/low Frequency Hearing The human ear works in only a small spectrum of sound, so why not boost it to broaden your reception? Discover new sounds, and be able to communicate in those lower or higher frequencies that ordinary humans cannot perceive. ►Much cheaper than an internal com and a transducer. But you'll find a lot of sounds rather nasty you could not hear before. ►Zatan Zin
Infra-Red Vision/Night Vision The user can at will activate the built in vision mode as a free Action. IR Vision lets the user see heat sources in their various intensities, where as NV gives the user the Dark Sight Trait. Location: Bionic eye ►I spy, I spy with my little eye … something's cooking! ►Blank Page
Internal Holo Visor: An internal targeting system that, as long as the weapon itself is fitted with a Holo Visor displays the Visors point directly into the users eye. No more need for that external cable and the special visor. Can be modified to incorporate a Targeter Module. Location: Bionic eye and one arm ►Very useful when your limbs look natural enough and you don't want to cause attention. ► They called him Sorman
Internal Holster: A holster big enough to contain any Las and SP Pistol, but no Hand Cannons. The holster opens only on command of the owner, and is indistinguishable from the limb it is built into. Holsters in a Bionic Torso can be built big enough to fit any Pistol type. Location: Any Bionic Limb big enough. ►It's a nice feeling to know that you have a certain ace in the hole with such a holster. ►Punkbuster ►Just make sure you wear the right clothes. That gun's no good when you can't get it out of your arm/leg because of some tight jacket/pants. ►Suicide Suzie
Leg Anchor: A one-foot-long metal spike is extended below the heel of the bionic leg, burrowing into the ground. A gunner utilizing two Leg Anchors counts as Braced for the use of heavy weapons. The spikes automatically breach any surface with less than an AP rating of 12. Extending or retracting them takes half an action. Location: Lower Leg ►I have one as a back up system when I don't find a good spot for my tripod. Standing there unmovable with a machine gun in a firefight may look cool in the movies, but I don't recommend it in reality. ►Frank the Tank Replace-able Limbs: For those with modifications of their bionic parts it is often necessary to change them for various occasions. Not every part of the galaxy lets a man/woman with a built-in gun in, or even more extreme modifications. Usually limbs (read: arms and legs) can be removed from their sockets as a whole and again the last part of it (hand/foot) by/with the user at his will. The removal takes the duration of 2 Full Actions, the installment of a new limb takes 5 Full Actions. ►A hand for every occasion: one with a set of multikeys for the quiet evenings, one with a HV connection for rough parties and of course a rather natural looking one for formal parties. ► Social Adept ►I'm shocked to read that you get invited to such parties. ►Baller-Ina ►It's all about connections. ►Social Adept
Blood Pact said:
Gregorius21778 said:
The Book of Judgement features the "Slate Agent". Those can be fitted with a new persona and (most importantly) a fine set of knowledges to impersonate somebody else. By RAW, up to three Lores or Trades of Choice. Including Forbidden Lores. Jub, you got it. Oh, and you get +10 on the relevant skill tests for these Lores/Trade. For free. Jub, you got it.
Yeah, and it's all for the low low price of becoming a Manchurian Candidate.
Who doesn't want to be brainwashed by looking at the Queen of Hearts?
So I was sitting at a derelect table covered in questionably stained felt playing a semi-friendly game of cards in my favourite lower-hive dive when a stranger in a leather overcoat and a well-worn hat of off-world style pulled up a crate and invited himself to the game. "I like my Amasec warm, but only when it is served in a broken glass" he rasped over scar-crossed lips. The next thing I know I am waking up in a well apponted Malfian bedchamber wearing blood-stained silk... Man, I really need to lay off the sauce!
Okay guys, then, let me tell you the story of this heroic Acolyte, some called him "Dirtface", some called him "Gloomhauntmen", but his friends simply called him Phil.
He wasn't without his flaws, but being the Metallican Gunslinger he was, he had a certain sense of honour and duty, and his skills proved useful in many cases, whether him having to sneak into somewhere, open a lock, quietly assasinate a heretic or messily dispose of some. He started as a simple Scum from Gunmetal city, but grew into something... more.
Always running around with his favourite, heavily customized Westingkrupp Carnodons, a drop-harness, grapnel, a few grenades and of course some cameleoline on his back, he became some sort of guardian angel to his fellow acolytes, lurking in the shadows, preying on those who'd do the Imperium wrong.
His group and him where running around the Calixis-Sector, chasing this cult, called "white cog of cessation", a tech-heretical cult with lots of emphasis on warp-tech, when they finally found their base on 41 Pry. However, they didn't went unnoticed and the heretics summoned a mighty demon the acolytes had to defeat in battle.
The Acolytes, however, weren't unprepared as well. Especially Phil spend a few years of savings on a carefully engraved Bolt-Pistol, two magazines and a single Psy-Bolt projectile.
It was a hard battle, with the Acolytes firing with everything they had at the foul creature. One of them, an Imperial Guard Seargeant, even engaged it in Melee with his mighty powerfist. The Psyker threw Telecinetic Bolts at the creature, but it took a great toil, cleaving men in half where it's cruel claws swiped into the faithful.
Ultimately, it was down to Phil and the Demon. Both were exhausted, Phil by dodging the demon's attacks, the demon by the continued barrage. It was then when Phil used his Grapnel to always stay out of the Range of the fiend's strikes, whittling it down with Bolter-Fire. At that point, the Demon took the righteous Autogun of one of Phil's friends, in an attempt to kill him with one of the tools of the righteous.
Phil accepted the desperate gamble, he knew it was either him, or the demon, who will not live through this day, and, praying to the emperor, he loaded the Psybolt, his last resort, into his Bolt-Pistol. Carefully aimed at the Creature, knowing that it'd shoot first, but still not flinching, reciting the Litany of the True Shot, when the demon pulled the trigger...
And the weapon jammed! Truly a miracle happened, as the righteous weapon stopped it service the moment... thanking the Emperor and praying for his shot to hit true, Phil pulled the trigger. It was true, the Eperor was with him. The shot hit the beast right into the heart, Phil and his weapon now the fury of the Emperor manifest! He was victorious, but the price was high. He managed to save the Officer as well as his friend Alexian, but the Psychich Backlash of the demon's demise was too much for the psyker to handle.
Thus, the cult was stopped and the Acolytes continued their life in service to the throne... who knows, maybe even now Phil is stalking some heretics in the shadow of a Hive.
So if I'm reading this correctly, in your thought this was a big Mount Weather for the High Lords of Terra and the Senatorum Imperialis. That well went "Rogue".
In the USA after Sept 11, for the 1st time officially the Continuity of Operations plan was put in play involved a rotating staff of 75 to 150 senior officials and other government workers from every federal executive department and other parts of the executive branch in two secure bunkers. Prior to that and post that a # of exercises to test continuity plans have been done.
Now given the "oddities" of Warp and Commuication, I can see how the someone could have hit the switch that said, nope not a drill, you are the functional command, and well by time someone figured out that it was a "Mistake" how shall I say Power Corrupts, we aren't giving this up without a fight.
Mission Ideas, bringing neutral planets under their protection. deal with a group of "pirates" (In truth, part of the Imperial Fleet who refused to answer the call of either Terra or Nova Terra, a more DH style game idea (deal with "Heretics" who try to overthrow the Nova Terra system
If work gave me the time over lunch I would, but I have other projects to plonk away at too.
This is still always on my plate but I can't devote as much as I'd like to it.
Hey DH1 community, if you're still around in the archives poking volumes best left undisturbed like your's truly maybe you can help me out. I'm still speaking with the producer I've been sending questions in to over a period of time, we've both just been very busy so it went a little slower than usual, and I sent in the majority of the questions in the archives from "Rules Questions" that never got an answer. He responded that quite a few already got answered sufficiently by the community, but they'd be willing to weigh in "officially" on any burning questions from the list we still might have.
So, if you wouldn't mind taking a look at this list and quoting anything you'd really like answered still I'd appreciate it.
Don't post new question here please, I promise that this list is basically exhaustive and it only relates to Dark heresy first edition not any further games in the line.
Thanks for your time.
Our scum player wants it to be 'Every time you rank up, increase your income by however much you roll on the chart', but this seems excessive since with average dice he'd be increasing his salary by around 50 thrones each rank, nearly triple his starting income.
Then again, if he doesn't get that, I have no idea how his salary works
Some skills are listed as starting skills for Career Paths in Chapter 1, Stage Three, but are not included in the list of Rank 1 advances. These were mainly addressed in the Errata with the following exceptions:
Speak Language (Low Gothic) is a free skill for all Career Paths but is not listed against any of the rank 1 career advances. The mechanical purpose of this is so that all Acolytes have a common language for communicating in, but since this is never explicitly stated the absence of this skill from the rank advances is notable.
(Its inclusion as a free skill for Noble Born and Schola Progenium characters in The Inquisitor's Handbook is therefore completely unnecessary.)
Guardsman - Sergeant (4) has Basic Weapon Training (Bolt) but with a requirement for Strength 30; this prerequisite should not be needed.
Guardsman - Sergeant (4) and Lieutenant (6b) both have Interrogation. The latter should perhaps be Interrogation +10.
But that creates a problem with the Good Reputation (Imperial Guard) talent that is later added for Guard Commander.
The Good Reputation (Imperial Guard) requires Peer (Imperial Guard) but there is no Peer (Imperial Guard) talent anywhere in the Guard advancement tables.
Scum
- Outcast (2) and Outlaw (3) both have Ciphers (Underworld); Renegade (4) has Ciphers (Underworld) +10; Rogue (5) has Ciphers (Underworld) +20; Cutter (6a) *also* has Ciphers (Underworld) +10 and Gang Lord (8a) also has Ciphers (Underworld) +20. Perhaps evidence of two skills having been merged together?
- Outcast (2) and Shark (7b) both have Deceive +10, though the former at 200xp and the latter at 100xp. Note that Deceive +20 is then an option for Charlatan (8b). Is this an error or deliberate, allowing a Shark that doesn't already have Deceive +10 to purchase it at a lower cost?
- Fixer (6b) and Shark (7b) both have Inquiry +10. The latter should perhaps be Inquiry +20.
- Both Cutter (Rank 6) and Gang Lord/Charlatan (Ranks ? have Melee Weapon Training (Power), though the former at 200xp and the latter at 100xp. Is this an error or deliberate, allowing a Gang Lord that doesn't already have the Talent to purchase it at a lower cost?
Some Talents that can be purchased multiple times are cheaper at higher ranks.
Is the intention that the more expensive lower rank advances be bought first, or does a character that has not bought those advances at lower ranks then open up the option of purchasing a Talent at a cheaper rate at a higher rank? Specific examples are:
- Imperial Psyker (Savant) and Psychic Power - costs 200xp at ranks 4 and 5 (Savant Militant and Savant Warrant) then 100xp at rank 8 (Preceptor-Savant).
- Imperial Psyker (Scholar) and Psychic Power - costs 200xp at rank 4 (Scholar Materium) and then 100xp thereafter at ranks 5 to 8.
- Tech-Priest and Sound Constitution - costs 100xp at ranks 1 to 3, 200xp at rank 4 (Enginseer), 100xp at rank 5 (Tech-Priest), then 200xp thereafter.
Skill and Talents that cannot be gained through listed advances (and so presumably are only available as elite advances with GM permission):
- Speak Language (Low Gothic) - as already noted above, all Career Paths have this as a free starting skill (noted for completeness).
- Speak Language (Hive Dialect X), Speak Language (Ship Dialect X), Speak Language (Tribal Dialect X) - these are gained through the appropriate Home Worlds (noted for completeness).
- Forbidden Lore (Ordo Malleus), Forbidden Lore (Ordo Hereticus), Forbidden Lore (Ordo Xenos) - no discernable way to gain these skills.
- Good Reputation (Imperial Navy) is not an option for any Career Path. But note that Peer (Imperial Navy) is an advance for Omniprophet (Tech-Priest 7b). Peer does not list Imperial Navy as a group.
Presumably this switch was made due to the fact that a Tech-Priest cannot gain the required Fel 50 for Good Reputation. So perhaps Good Reputation should have Imperial Navy removed as a group, and Peer should have Imperial Navy added as a group.
- Hatred (Heretics) - no discernable way to gain this talent.
- Peer (Feral Worlders), Peer (Hivers) - no discernable way to gain these talents.
- Good Reputation (Imperial Guard) presumably requires Peer (Military). The inconsistent groups makes this slightly unclear. Peer (Military) would be better off renamed to Peer (Imperial Guard).
- Imperial Psyker: Preceptor Savant (8a) can buy Strong Minded, but it requires Resistance (Psychic Power) which is not part of that career path.
Jacob Addition:
This is addressed in someone’s question answer:
Rule Question:
Dear FFG support,
I'm playing an Imperial psyker and I'm following the career path toward the Perceptor Savant. Looking amongst the talents of the last rank, I've seen you can buy Strong Minded, but it requires WP 30 and Resistance (Psychic Power). The problem is, the latter is not available in the career path. Strong minded is also needed for Mental fortress, and since they are both quite useful talents how can I acquire them without the Resistance (Psychic power) talent? Was it just a mistake or an oversight?
Thanks a lot
Ishmael
Salutations Acolyte!
I can't speak to whether or not it is a mistake or an oversight (as the Core Rulebook was designed before Fantasy Flight Games acquired the Dark Heresy License) but I can offer a few suggestions on how to handle the issue!
Most simply your GM could add Resistance (Psychic Power) to the advance tree, at a cost of around 200 to 300xp. Alternately, you could take an Elite Advance Package or an Alternate Career rank that has Resistance (Psychic Power) available to it. Although, the first solution is by far the simplest and most reasonable.
I hope this helps!
- I don’t have any idea if this was your answer, that’s not the question I’m asking. What I am wondering is if you might weigh in on the answer given and decide whether it would be 200 OR 300 xp on an exact level. OR if you’d just exclude it and say only an elite advance.
The Magos Errant can take the Master Chirurgeon Talent. But in the Advancement scheme neither the Mech-Deacon nor the Omniprophet can take Medicae +10.
Skills
15. When using a basic skill untrained, you have to halve your Characteristic:
- Do you round down (as per p96)
- Or do you round up (as per p182)?
There are a few more inconsistencies in the rules:
- Dodge is listed as a Movement skill on p97 and as a Combat skill on p101.
- Command is listed as an Interaction skill on p97 but not on p99. (This is clarified by Interaction on p230 Command *is* an Interaction skill.)
The rules say that after making a melee attack one can move at half-movement rate when making a successful acrobatics-test.
I have two questions about this:
- Can i first make a charge and use assassin strike in the same round? Which would mean: move a distance, attack, and again move?
- This talent describes that the character can move after engaging an opponent.
Does it mean he can only move after charging/moving into combat (i.e. in the very same round) or is the character able to move in/after an ongoing melee as well?
- What if my acrobatics test fails? Do I still move from the opponent, but he gets the customary free attack? Or do I just stay in close combat? Or can I choose between the two possibilities?
Silent Move w/ Run:
Core book says that Silent Move tests are usually a Free Action made as part of a Move Action. Is there something in the rules or errata that I am missing, or does any move action suffice?
The skill description itself doesn't seem to limit, but if that is the case, can people couple Silent Move with something like Run, which is a Move Action?
I wouldn't really want to get into a discussion if it is *possible*, just if there is anything in the rules that would prohibit such an action or at least list some sort of penalty.
My assassin finally made rank 6 the other day, and while looking up my new skills and talents I noticed that Assassins strike makes no mention as to which attack action can gain the benefit of the talent, it only says "whenever you engage an opponent and make a melee attack..."
So then you should be able to make two Acrobatics tests when attacking with two weapons or using swift attack, and three times when using lightning attack?
The Current errata rule for Frenzy states that "While Frenzied... you may not parry, retreat or flee. You must use the All Out Attack maneuver in Melee combat if possible."
The Battle Rage Talent say "Despite your frenzied nature, you remain in control when engaging in melee. You can spend reactions to Parry while Frenzied"
The problem with this is that you still have to use All Out Attack, which says "you may not Dodge or Parry until your next turn". So what is the benefit of Battle Rage in this case? Where/When would you not be able to use All Out Attack but still be able to Parry?
Does a PC with Blademaster get to re-roll an attack if the target dodges said attack?
RAW Blademaster says to reroll an attack if it results in a miss; it is unclear as to whether the miss must be based on the attack roll OR an enemy using dodge effectively, both which would result in a miss.
Bulging Biceps - Does this remove or lessen the -30 penalty to hit stuff while firing an unbraced heavy weapon? Or is ALL it does is let you spray fire wildly?
Since you can only take reactions when it is not your turn, can you dodge a counterstrike since it would have been triggered by you on your own turn?
Are the rules intentionally set up that way? Or is it just supposed to mean you cannot take a reaction to get on extra action during your turn to say dodge for a little extra movement?
Spears: Class - Melee, Thrown. I initially thought that this weapon would get a bonus from crushing blow, but it was worded differently than mighty shot.
Does this dual classification mean it can count as both ranged and melee for talents and upgrades?
For example, best quality gear:
if I throw a spear, and we assume that it doesn’t get any bonuses that key off of "melee weapon" when used at range, then suddenly I lose 1 damage and my spear does not jam, which seems a little silly to me.
Is there something wrong with playing under the assumption that I can keep bonuses from both weapon classes? An example would be a mono spear that got +2 damage from mighty shot and +1 damage from best quality.
- Throwing knives / Stars:
They are under the melee table but are only classified as thrown, so it would seem that we would not be able to add quite the same bonuses if "class" overrides the table it is on.
We could not have a mono throwing knife, nor could we get the damage bonus from best quality.
However, we could do the same thing as the above spear example with regular knives, which have the same classification.
I was flipping through the talents my Imperial Psyker can take, and noticed that Discipline Focus can be taken multiple times.
I know that this is generally so that multi-disciplined psykers can get a bonus to their various power groups, but I was wondering if it can be taken multiple times for the same discipline?
Using Dual Shot a player shot a las-pistol and a man-stopper stub-auto round, hitting a surprised enemy. With mighty shot adding in to the totals they did lots of damage resulting in a critical damage reference.
Now the question is, given that the two shots are summed and treated as one, how would you resolve the fact that one was an (E) energy damage, and the other an (I) impact damage?
If a character wants to use different weapons with Dual Shot (for example Bolt Pistol and Compact Las Pistol) - how should I determine bonuses/penalties for BS?
For example - those weapons have different Range and character can even have no proficiency in one of the weapons.
In the rules it states that Dual Strike cannot be combined with Lightening Attack but does not say it cannot be combined with Lightening Attack's perquisite, Swift Attack.
So, can Dual Strike be combined with Swift Attack?
You have dedicated your pain to the service of the Emperor. Each day you must spend twenty minutes praying and inflicting 1 point of Damage upon yourself. You may not treat this Damage or allow it to be healed. Once you have castigated your flesh, you gain a +10 bonus to Willpower Tests made to resist mind control or Malignancy. Additionally, if you have the Frenzy talent, you may enter a frenzied state as a Free Action. Should you fail to flagellate yourself on any given day, you take a -5 penalty to all Tests due to shame and guilt.
- Must a character flagellate themselves in the morning, or would you simply require that they stick to a schedule? What if they flagellate themselves in the morning one day and in the evening the next?
- As far as I can tell, damage from flagellation must be subject to natural healing (ie. 1 Wound/day when lightly wounded (TB Wounds/day with bed rest when lightly wounded)), because otherwise the character would quickly work themselves into critical wounds and die.
Also, it is of course obvious that you can't heal this specific Damage with any medical skill/psychic power (heresy!).
My questions come in when you have one or more damage from flagellation, along with one or more damage from other sources.
How do you handle medical skills in these cases? How I would want to handle it (assuming the person administering the aid respects the flagellant's wishes), is to simply have such healing only apply to wounds not caused by flagellation (ie. if you have 2 wounds from flagellation and 5 from an auto-pistol, a Medicae Skill Test would simply cap out at healing 5 of your wounds).
What about natural healing with mixed wounds? Is the healing applied to the wounds from flagellation first? Last? Is it divided evenly between flagellation wounds and other wounds? Is it allocated randomly? I prefer either even division or random allocation.
- I know there isn't necessarily a RAW answer to anything I have asked. If you do have a RAW explanation to give, please cite specific books and page numbers. If there is not a RAW answer to a question, I would like to know how you would rule on it.
Okay, does the Hard target Talent add to the modifiers for being shot at whilst running giving a -40BS to all who target the character with ranged weapons?
I read both the Core Rule Book and the Errata on Heightened Senses Talent and would it make sense to say this talent specifically effects a Perception or Perception related Skill Tests only?
If I have a Tech-Priest using Tech-Use to fight a tech device with his hands and eyes, does he get +20 total if he has the Heightened Senses for both Touch and Sight?
When moving and shooting with the Hip shooting talent when do you make your attack with the pistol weapon?
Right now my DM and I have come to separate understandings on how it's done.
I read it as simultaneously and that you take the shot during the movement at some point. To explain if you have an Agility bonus of 4 you move 4 squares, fire your weapon, continue your last 4 squares of moment completing your actions.
My DM reads this as you fire before or after your movement. To explain you fire you weapon, move your 8 squares, then complete your action, or vice versa.
I have one player with the Iron Discipline talent (Others get to re-roll fear and pinning), and a player with the unshakable faith talent (re-roll fear).
If I use Lightning Attack with Two Weapon Wielder (melee and ballistic), and have say a power blade in one hand and an auto-pistol in the other.
I understand that normally I can make my three attacks with the melee weapon, and a single attack with the pistol. Normally this would be a single shot, since I am in melee.
- However, if I dispatch the target who I was in melee with, then could I not fire the auto-pistol on full auto?
The rules for two ballistic weapons allow both to be fired on whatever mode you want (ie both on full auto, one on full one on semi, etc), so if the secondary attack can be full auto when using two pistols, why not when using a sword and a pistol?
Just wondering if it's ok to split multiple melee attacks from the Swift Attack and Lightning Attack talents between multiple targets you are in melee range with?
Are there rules for how you declare and resolve multiple attacks? Do you declare all of them and then roll the attacks (so that you might waste attacks by using too much force on one target) or do you declare one, roll it and apply the effect, and then declare the next.
In the second case you could attack one enemy until he dies and then switch to the next without losing any attacks.
Luminen Blast:
- What is the range profile of Luminen Blast?
I assume Luminen Blast should follow all normal rules for shooting. The text says that you may target "a single target within 10 metres". This gives the impression the 10 metres mentioned is actually the maximum Extreme Range of the Blast and all other range brackets should be calculated based on this. Is this correct?
- What is the AP value of the Blast?
- Does Luminen Blast benefit from relevant talents and skills pertaining to shooting attacks (eg. Mighty Shot, Crack Shot etc. )?
- Is it possible to use Luminen Blast (with BS) in melee?
I am current playing a rank 4 tech-priest and I was wondering if his Luminen Charge ability can be used to power armour, and if so how difficult is the test?
Luminen Shock
- If using the Shock as part of a Grapple, how do you determine the hit location? Roll dice or automatically hit the opponents Body?
- What is the AP value of the Shock?
- Does Luminen Shock count as a Melee weapon in regards to talents and skills pertaining to melee attacks (eg. Crushing Blow, Precise Blow etc.)?
- Both Luminen Blast and Shock use the same power source (Electoo Inductor+Potentia Coil ) but have different damage profiles. Blast does D+(WP bonus) and Shock D+3. Is this intentional?
Can you dual wield Luminen Shock hands? Can you Swift Attack with Luminen? Does it require you to use both hands (why couldn't you send the electricity through one hand twice?)?
1) If you have the appropriate talents for dual wielding, then yes.
2) We clarify this in Second Edition to say Luminen Blast is wielded like a pistol, so yes.
3) Yes, as we clarified this in Second Edition to say it functions like a melee weapon.
Jacob Addition:
Are these answers 1-3 still sufficient in your opinion?
You have to spend a half action per turn to sustain Maglev Grace/Transcendence.
Is this whether you move or not, or have you to, in order to actually move, invest the other half action (as the Rogue Trader Rulebook seems to imply)?
My group and I were at a difference of opinion in regards to the Talent Psy Rating 1.
We disagreed on when you figure out the minor powers that you get based on your Willpower Characteristic Bonus.
Some of us thought that you get your Psy Rating 1 Talent before you spend any of your experience points on advancements. Others of us thought that you can figure out the amount of Minor powers you get after you have spent your advancements. A Character has a 47 Willpower rating which would give him a +4 bonus which in turn would give 2 minor powers.
If they spend their experience points to up their Willpower to a 52 then they would have a bonus of +5 which in turn would give 3 minor powers if you can get your powers after your advancements or only 2 minor powers if you get your powers before you spend your experience points.
- If I can get any thoughts on everyone's opinions that would be much appreciated.
When you choose Psy Rating 3 and get a power in one discipline do you get any minor powers?
- Also when you get Psy Rating 4 you get major powers equal to half your WP bonus and minor powers equal to half your WP bonus or you get a new power in a new discipline. If you choose the new power in a new discipline at Psy Rating 4, 5, or 6 do you get any minor powers or do you only get one new discipline power?
Resistance (Insanity)
I am not too sure what rolls to apply it too...
Would it apply to story-line fear checks that involve gaining insanity? Would it apply to the Trauma Check or the Shock table check after failing a fear test? Or would it actually apply to the fear test, and if passed within the margin negate any gain of insanity?
Or perhaps it applies to the actual mental diseases the player's character gain, allowing him to shrug off their negative effects?
Resistance (X) states: "When you pick this talent select a group to be resistant to. You gain a +10 bonus when making a test to resist or avoid the object of your resistance"
So if I choose Resistance (Psychic powers) does this mean I get a +10 to dodge an incoming fire bolt since I'm trying to avoid it?
And to what extent do you get a +10 to resist the effects of the powers? Do you get a +10 on the agility test to not catch on fire when hit by a fire bolt?
Does it work on all powers that require a test to resist, or only the powers that the target gets to test Willpower to resist? Also does it allow a +10 test to Dodge because it does state "avoid" in the description?
How do you run the Takedown action as listed in the Talents section, is it supposed to be a standalone action or something that is supposed to supplement a Standard Attack?
68. Personal Addition
What about the Talented talent?
- It gives you a +10 to a skill, but can the trait "exceed the maximum" of +20 as mentioned in Skill Mastery (pg 96)?
Example:
After getting the Skill: Gamble Mordechai seems to have the knack for gambling and therefore is granted the Talented: Gamble trait giving him +10 to the Gamble Skill. As per Skill Mastery rules can he spend XPs to get Gamble +10 (giving him +20 total) and then get Gamble +20 (giving him a totla of +30)?
I have a question about the talent "technical knock" (to unjam weapons). When I use the talent technical knock to unjam a jammed gun, do I still have to reload the weapon, or is the remaining ammo still lost/unusable?
The Armoury (p125) states that the Consequences of Availability table (p126) is based on a <1k population but according to the Availability by Population table it rather appears to be based on a <10k population.
So in our game one of the richer characters wanted to buy a good quality plasma gun. Being good quality, the plasma gun would then have the "reliable" trait, which allows you a lesser chance to jam.
- The question was brought up, does this have any bearing on the overheat trait?
Normally a weapon would overheat on a 91+ (with the overheat trait), would reliable then give it a lower chance to overheat, or let you reroll counting overheating like a jam?
If someone/something attacks you with a natural weapon or even brass knuckles, and you successfully parry with a weapon with a Power Field what happens?
The rules state that there is a 75% chance of destroying the attacker’s weapon if it doesn't have the same quality (Power Field).
76. Power weapons: When an attacker has a power weapon and the attack is parried with another power weapon does it have the same chance of destroying regular weapons (75%)?
Jacob Addition:
Or do the two power weapons effectively cancel one another out?
77. So, I had wondered if the penetration of a weapon increased the chance of the Shock?
My initial thought is "no". It makes sense to me that penetration should help since it is effectively punching through armor.
78. Rule Question:
Hello~
So, me and my roleplaying group are having a bit of a disagreement about how dodging flamers work. One of our party believes that you can dodge the flamer attack, and then if you fail to dodge it, make an agility test to dodge it, and then if you fail both of those you make the agility test to avoid being caught on fire. So all in all he thinks its 2 chances to avoid the flamer damage (dodge reaction + agility test), and 1 chance to avoid being caught on fire (agility test).
I don't think that's correct. It seems to me that what the rules are saying is that you don't get to make a dodge test at all, seemingly because it isn't a standard shooting attack that you roll BS for, etc. You roll just the agility test to avoid getting hit, and if you fail that, you roll a second agility test to avoid getting set on fire.
So, which one of us is correct?
Hi Isaiah!
You try to Dodge; if successful you move up to your Ag Bonus out of the way of the flames.
If you fail, then you make an Ag Test to see if you catch on fire or not.
So just two Agility-based Tests here.
If I read you right, you have it correct though it is a Dodge Test, then the Agility Test for the flames if the Dodge failed.
This help?
Tim Huckelbery
RPG Producer
Fantasy Flight Games
thuckelbery@fantasyflightgames.com
Visit us at http://www.fantasyflightgames.com/
Jacob Addition:
Is this still the current school of thought? There is so much contention on this point of how Flamers end up working out in the rules archives, and I’m not sure if it was ever really sorted out in later game lines.
Heck based on Mack Martin’s answers in comparison to yours it seems like there was even contention among various producers sometimes on how things shook out. Which is fine, I’m just curious on your opinion on the matter after other games have been developed and how this might reflect back on how you feel 1st edition’s material was intended to work.
When using a flamer against a group of characters and several ones are in the cone of fire, does one then roll a single damage roll and apply it to every character? Or does one roll a separate damage roll for each character hit (thus greatly increasing the chance to jam since it jams on a 9 on the damage roll)?
The rules don't seem to mention what happens with Flame weapons in the Off-Hand. They appear to suffer no penalties as they don't roll To Hit.
The errata mentions that non-talent or non-braced Heavy Flamers should grant a +20 or +30 (respectively) to the target's Ag test to get out of the way. Should this precedent be used for Flamers in the Off-Hand?
- Jacob Addition: I know that Combi Weapons are in Radical’s Handbook but I don’t remember anything about Twin Linked in Dark Heresy. At least First Edition. So, I was wondering if it was addressed anywhere and if not how you would address it.
Because for the upcoming mission weight in a limiting factor, the players came up with the idea to attach the extra grip (pistol grip) to their weapons.
This way the weight of the weapon is reduced to just 1/3 and the weapons can be fired with one hand without a penalty, for just the cost of halving the range. In addition, if you hold the weapon with both hands you have the original range (as per errata).
The question is: is the weight a typo or is it intended to reduce the weight in such a drastic manner?
I have a bit of a problem with the fire selector. Per the RAW, "a weapon with a fire selector can have up to three different clips added. At the start of the shooter's Turn, he can use his fire selector to choose which clip he wishes to draw ammo from that round."
It's not stated what type of action a character uses to choose a clip. Free action, Reaction, half action, what?
A player was engaged with an opponent in melee; another player wanted to shoot this same opponent with his telescopic-sight-mounted laser rifle: he was on extreme range.
The core handbook states that «a weapon with a telescopic sight ignores penalties for long and extreme range as long as the shooter takes a Full Action to aim.
By how it’s written, I understand that the aiming action gives no other bonuses than allowing the character to ignore the -30 for extreme range (or -10 for long range) in his next turn; it doesn’t give the +20 one would expect from the full-action aiming.
Yet the shooting player claimed he still had to get that +20 bonus: as a proof he said that there would be no use in mounting the telescopic sight, for the full-action aim alone (+20) on long range (-10) would make the telescopic sight useless.
- Does the aiming bonus actually stack with the telescopic sight bonus?
In the Equipment Section of the Core Rules Shotguns only have Scatter Shot and Inferno as options for their Ammo, But the Arbitrator NPC is packing Manstopers for their Combat Shotgun.
Is this an acceptable addition? Or is it a case of "Well the NPC is special and can use stuff in ways PC's can't"
Jacob Addition:
Is this the equivalent of Slug ammunition for Shotguns?
Isn't power armor supposed to support its own weight? I seem to recall this from somewhere, but I can't actually seem to find the rule for it anywhere. Is that just the Astartes version?
There is a big problem in my group games (maybe because usually we interchange for GM'ing role) with carry weight and backpack.
By RAW "A personal carrying device can take many forms, but is usually some kind of bag with attached straps for ease of carrying. A backpack can usually carry approximately 50 kilograms."
We do not agree on this definition. Whose right it is?
For example PC have SB=3 and TB=3, so he can carry 36kg and have a backpack. What is total carry weight?
- It does not extend carry weight capability - total is 36kg
- It adds flat carry weight --- total is 36kg + 50kg = 86 kg
I'm wondering, does use of an auspex require the Tech-Use skill for normal use? I've used THE POWER OF GOOGLE to search around a bit, but I've seen a lot of conflicting thoughts on the matter - thus I come here, to a source that might have something resembling an 'official' response to offer.
To make it easy on you, here is the auspex scanner description from the core book:
These devices are used to detect energy emissions, motion and biological life signs. A character using an auspex gains a +20 bonus to Awareness Tests and may make a Tech-Use Test to use an auspex to spot things not normally detectable to human senses alone, such as invisible gases, nearby biosigns or ambient radiation.
- Already, I'm uncertain. Does the bonus apply only if the Tech-Use check is made, or is that a static bonus while in use, and does this 'simple' use require the Tech-Use skill?
I would have leaned towards Tech-Use being required for general use, with a check being made for more detailed information, but then if I take a look at the Tech-Use description...
A character may use Tech-Use to repair mechanical items and to work out how unusual technical artefacts work. When using a basic, simple piece of mechanical equipment under normal circumstances, such as a vox or auspex, no Test is required. A Tech-Use Test is needed if the item is unusual, malfunctioning or conditions are especially troublesome, such as attempting to use an auspex during an electrical storm, or trying to get an ancient warp engine to start up after a thousand years’ disuse.
- Now, that pretty obviously says you don't need to make a check, but doesn't really say if the skill is required for use. If you don't need the Tech-Use skill for 'simple' use, how would a Feral-Worlder (-20 to Tech-Use) fare in this simplistic use?
100. Personal addition
Are combi-tools considered multitools where they are mentioned throughout various texts?
In the cybernetics section I came across two sentences, one after the other, that caused some confusion.
"The cost and availability listed below represents Common cybernetics. All mechadendrite cybernetics are considered to be of Good craftsmanship unless otherwise noted."
It seems very inconvenient that they would list the 'common' prices (as they said they did) but then make you calculate a new price based off of that for 'good' quality mechadendrites (which are apparently all of them).
Am I to assume then that the prices for mechadendrites listed are for good quality then?
Cybernetic Senses, do the extras for the Good Quality Implants (telescopic sights, photo visor ect.) each cost as much as the Good Quality Implant or as a standard one?
As there is a power feed to power a las pistol can I equip a non-compact las pistol without need for a charge pack? Just not use it on the Mechadentrte, but for the purposes of recharging?
As a mechadendrite always counts as good craftmanship do I use my SB with melee weapons or do I get a +10 bonus on strength as per good craftmanship quality of bionic limbs?
The Tech-Priest may use this Mechadendrite as his Reaction for the round or as a Half Action Attack on his own turn, but it can only be fired once per round. The Tech-Priest uses his full Ballistic Skill for the attack.
I put a bolter on one, and a las pistol on another one.
"The Tech-Priest may use this mechadendrite as his Reaction for the round or as a Half Action Attack on his own turn, but it can only be fired once per round. The Tech-Priest uses his full Ballistic Skill for the attack.”
- Now, what happens if you have several Ballistic Mechadendrites? Can you fire them all, or only one of them?
Also, when fired as a reaction, I read it as it can be used "in the end of the round", as in, after everyone else has done their turn, the Tech-priest can fire his mechadendrite, if he has not used his reaction to dodge/parry.
- Is this correct, or does he have to do it in his turn, but can use either a reaction, or a half action (if he suspects he will need to dodge/parry soon)?
If I want to hit a Mechadendrite, how can we consider it in terms of TB and Armour? Is it treated the same as a Bionic Limb it has the Character TB + 2, but for a Mechadendrite?
Do the bonuses from the Medicae Mechadendrite and Medikits stack?
All I can find in the book is "The Role of Circumstance" which allow for a combination of +/-30 on a modifier... which is exactly what the two gear pieces come to.
Is the listed price simply the cost of a single bionic eye, or for a full set?
117. Personal addition
Are the services costs listed per night, week, or longer?
Psychic Powers
118. Checked and the errata and it reads as follows:
“Making a Focus Power Action is the psychic equivalent of a Standard Attack Action, and counts as such for purposes of determining what else a psyker can do in a round. Therefore, a psyker who uses a Half Action power cannot make another Half Action Standard Attack on the same round. A Psyker may manifest only one ability per Round with the exception of the Resist Possession power. A Psyker is required to roll at least one die to manifest an ability.”
Although the second sentence reads "Therefore, a psyker who uses a Half Action power cannot make another Half Action Standard Attack on the same round." The first sentence which equates the Focus Power Action (needed to use ANY and ALL psychic powers) with a Standard Attack action means that a psyker may NEVER, according to this errata, make any attack during the round in which they have manifested a Power.
I think the players who came up with this errata meant to simply 'nerf' the Super Powered and Game Breaking Unnatural Aim, which could have more easily and elegantly been handled by making the power a Full Action rather than a Half Action (although I'd still ignore that 'errata' as well. lengua.gif) What has been done though is they've made Precognitive Strike a completely useless power (unless you're only trying to get it for the Divination Mastery.)
With the new errata in effect Precognitive Strike becomes a Full Action Aim except the aim would not incur the risk of failure, or Perils. A Full Action Aim grants a +20 bonus to your next melee or ranged attack at the cost of essentially giving up the chance to attack that round. Under errata Precognitive Strike grants the exact same +20 Bonus, has a Threshold of 17, might incur a Perils of the Warp, Counts as a Standard Attack (thus turning a power that is listed as a Free Action into a de facto Attack which robs the psyker of an attack.)
However, to be fair I must point out that there are some advantages that might possibly make Precognitive Strike a little better than the Full Action Aim which are the following:
The +20 Bonus is to Tests 'Until the end of your next turn...' thus you gain +20 to Parries made and would still retain your single Reaction.
You may engage in another Half Action BEFORE you strike in the following round although besides using the Aim Half Action *which would net you a +30 to hit) I can fail to think of anything else you might want to do; unlike the Aim Full Action which requires you to immediately attack or loose the bonus.
Despite these advantages I still feel the Power gets a serious reduction in its usefulness then it previously held, but then again it might have been intestinally to turn one of the only combat applicable Divination Powers into a slightly better version of a basic Action anyone can perform.
Some other notes regarding this errata:
- Divine Shot unless itself under errata cannot now be used as there is nothing that states 'your next shot' nor reads 'until end of your next turn' nor is the power sustainable and thus 'ends' at the end of the round.
- The Biomancer Power Seal Wounds cannot be used in the same round that the Psyker Attacked thus greatly limiting its usefulness in actual combat. (But this is probably intentionally as its threshold was doubled under the errata.)
- The Telekine Power Catch Projectiles which is a Reaction must now be manifested a round before you expect to catch said projectiles OR must be used to before you attack, if you've attacked first or already attacked in a round you now may not use this Power which greatly inhibits its usefulness and seems counter intuitive.
- Any Power which is listed as a Free Action loses its 'versatility' as you must now either manifest a round before you expect to need it (if its sustainable) or must withhold from attacking in a round you might want to use it in as attacking would negate your ability to use that 'Free Action'.
I think this particular aspect of the errata was a bit 'knee jerk' and not particularly thought out as much as it could have been and its inclusion would cause far more problems in my games than it would fix or address. It seems very punitive to those who have chosen to play a psyker in an attempt to fix a problem that I am not even aware of (unless it’s just the game breaking überness of Unnatural Aim -- which should probably just be removed altogether from the game as it’s probably the single most abused occurrence in the entire system.)
Jacob Addition:
So, as you can see this isn’t a question, but I thought the post was incredibly well thought out and bared at least addressing the points raised in the post in relation to how the errata changed how many of the psychic powers functioned.
One of our Psykers got a Perils of the warp that caused all Psyker powers for 1d5 rounds to automatically cause additional perils of the warp.
- The question came up if sustaining a psychic power would count in regards to this? Some of us said that it would only count when you have to make the new reroll after 10 rounds. Some of us said it wouldn't count at all because it isn't activating a power and sustaining never causes perils of the warp. If you could help decide our debate?
How do you confirm Righteous Fury with a psychic power manifestation rolls considered the attack for the purposes of Righteous Fury?
Jacob Addition:
Or can Psychic Powers manifest Righteous Fury at all? Considering they’re the powers of the warp made manifest and the Emperor may not look too kindly on it.
Do psykers using ranged powers like Force Barrage, Biolightning, etc, when engaged in melee get attacked in the same way a character using a non-pistol ranged weapon does?
I’m a bit uncertain on how to interpret the rules on sustaining psychic powers, and especially what happens when you lose consciousness for a short while.
Can a psyker with psy rating 6 use all his 6 dice for a Power Roll to maintain a Psychic ability after he only used 3 dice to actually manifest the Power?
So a player in my group is interested in taking the call item power, and I’m a little curious about it. It seems like a pretty cool power, but a little vague on what it can summon.
It says an item that is small and light enough to be carried in one hand, but what exactly does this encompass. A power sword or even a regular sword for example can be carried in one hand, but is in no way small, in the case of a power sword being about the same weight and size as an auto gun. Most melee weapons do not give off the impression of being small or light, but are able to be wielded in one hand.
What is appropriate to be summoned with this power?
Lucky states that "Any time before you end your next Turn, you may re-roll any one roll of your dice (including Damage rolls)”.
- May a Psyker use that power to re-roll on table 6-2 Psychic Phenomena? I am assuming that it may be used to re-roll a casting roll to avoid rolling a 9 in the first place.
138. The Minor Power Resist Posession is cast as a Reaction, and reads:
"You create mental wards to shield your mind from the malign denizens of the warp. Any time in the next hour you may re-roll any failed Test to resist being possessed by a Daemon."
Can you use this power to save your sorry skin if you during your own turn invoked the Perils of the Warp and rolls Deamonhost?
"Daemonhost: The Psyker must immediately pass a Very Hard (–30) Willpower Test or be possessed by a Daemon and become a Daemonhost!"
So, once upon a time one of my players asked if her psyker could use spectral hands to throw a grenade. I pondered for a while and said yes, she could, but would be rolling against WS to target the grenade, instead of BS.
A little down the line, I was inspecting the telekinesis disciplines and began to wonder if my earlier ruling effectively made spectral hands better than many of the TK powers. It has better range, and provides a pretty sturdy shove (Strength = Willpower for the effect, so for a high-level psyker that could be pretty high). The main disadvantages are the lack of precision and the fact it can't be sustained.
Anyway, she's now buying krak grenades for specific use with spectral hands.
- I need to decide whether I'm going to stick with the ruling or not, asap. What do people think?
I have a question regarding the obscure and unspecified situation of using the power Unnatural Aim, and thrown melee weapons.
Unnatural Aim states: "Before the end of your next turn, any ranged attacks you make recieve a +30 bonus"
Does this power apply ONLY to ranged attacks using the Ballistics Skill, OR does it also apply to "ranged attacks" used by certain melee weapons, (namely knives and kineblades), which specifically say to use the characters Weapon Skill instead?
I'm just wondering, if weaken veil has been cast and normally psychic phenomenon happen on an 8,9 or 10, when a daemonhost rolls a 9 does it now take a wound on an 8,9 or 10 due to the weaken veil or is it still just on 9s?
So the minor power White Noise gives -20 to Perception tests to locate the user with psychic or technological means, and if it would be detected with no test needed, it's a +10 INT/WP test to notice it.
So in my game today, party gets in a fight, and the tech priest tries to get his servo skull to attack, but it can’t see the targets (Failed +10 INT test to see foe in the open).
Then someone mentions the tech priest had recently replaced his eyes with Bionics with built in photo lenses. The question came up if he could see them with his technological eyes. At the time, he failed the +10 INT test for two rounds, so I had him see them as indistinct blurs (-20 to hit) until he finally passed.
I'm just wondering what others opinions are for whether bionics could see the target, or if seeing something out in plain sight counts as "detecting without a test" for the White Noise Power?
Is it possible make a called shot with Bio Lightning?
The rules state that it is targeted at the body, but I don't personally see why my Psyker can't attempt to aim it, especially if the opponent isn't wearing a helmet, or armor on some part of the body.
This is all due to the way the power is worded in regards to damage.
Under Bio-lightning it says "The target Takes 1D10 + WP bonus in energy damage" and example of another power is fire bolt which says " On a hit, the bolt deals 1D10 + 5 energy damage"
I interpret this as both meaning the same thing just slightly different wording. So I would have both powers deal damage in the following way 1D10 + (either Wp bonus or 5 depending on which one) - targets TB and armour, just like with any other damage.
However the player in question thinks that fire bolt deals damage as described above but due to the fact bio-lightning says the target Takes 1D10 + WP bonus in damage that it doesn't get reduced for armour or toughness.
So, does Bio Lightning get reduced by armour and toughness?
I apologize if this has been answered previously, but is the damage from Blood Boil affected by armor or toughness bonus?
The power as written doesn't specifically state that it ignores armor/toughness bonus, but the nature of the damage would seem to indicate that it should.
I ask because my GM is a strict RAW sort which would mean that armor/toughness basically make the damage negligible.
Both these powers are sustainable but Cellular Control has a special rule about sustaining it, and I quote:
"Each round you sustain this power, you must succeed on a Toughness Test. On a failed Test you suffer 1d5 points of Damage, ignoring your Toughness Bonus and Armour, as your body begins to break from the strain."
Now according to my understanding of this rule, beginning with the very first round you need to make this Toughness Test of suffer the Damage, which seems a little harsh to me, especially when you consider Shape Flesh, which if you think about it, should be able to put considerably more stain on your body when you, for example, grow an extra pair of legs from nowhere, and the PT is only 3 points higher.
- But how else should you read it?
I considered that you could start counting as though you're sustaining it only after the 10 rounds you're guaranteed with every sustainable power. But then you make Holocaust way too powerful since you "take 1d10+1 Energy Damage (ignoring Toughness Bonus and armour) each round you sustain this power."
So what do you say? Is Cellular Control really that much better than Shape Flesh that you need the extra rule?
So I read the errata on the psychic power constrict, and I am a little confused about how it all goes down. It says that every turn you test willpower, if you succeed, you act freely, but still suffer from the suffocating effect. If you fail, you must spend the turn testing toughness. If you pass you shake of the effects of the ability, if not you keep suffocating.
Where I get confused is when you pass the willpower. I’m seeing this as two things:
- You throw off the power fully, and are back to normal.
- You act normal for a turn, but then go back to suffocating.
And I quote: "While this power is in effect, your Strength Bonus is multiplied by 4..." This is the same as saying that you gain Unnatural Strength x4, but you have to figure that it doesn't say that for a reason.
- So when making Strenght tests you will not get the automatic degrees of successes, but it doesn't say that this multiple of 4 only counts toward calculating damage, so by that logic does your Strength Bonus get multiplied by 4 when jumping? Sounds strange to me.
- And how about carrying, lifting and pushing? Should you get 4 times your Strength Bonus when calculating that?
- So what do you say, should the phrase "this only counts toward calculating damage" be added to the power or should other things be affected as well?
The text, of Seal Wounds says the power can repair flesh and reknit bone. It goes onto game mechanics to say that it can heal critical damage.
- Now does this mean it heals the Critical Effects (i.e. face melted off) or just reduce the Critical Damage rating and potentially bring you back into positive wounds? I've been running it as just healing the Critical Damage as the player's ability to spam healing is pretty **** potent as is.
The Shape Flesh power (p170) lets you take the Flyer Trait, but the number associated with the trait is left out. One interpretation is that the Hoverer, Flyer and Natural Armour trait all share the (2) presented for Natural Armour, but this is speculation.
- What is a reasonable level to assign this power, considering it should be similar to Burrower(1) or Natural Armour(2)?
Guessing from the name alone it only shapes flesh, so if I were in guard flak or storm trooper carapace would the power not work or would it shape around the armor?
There don't seem to be a whole lot of limitations to Shape Flesh, in particular the description of the ability and the bit that states the Psyker can take the appearance of a creature.
In particular does this apply to size?
If my Psyker, for example, wanted to infiltrate a structure and thus tried to take the form of an owl (or some form of avian creature), would his size naturally adjust or would he literally become a human-sized owl?
Similarly, if, for combat, he wanted to become something much larger than a human for intimidation or the like (let's say a Grizzly Bear), would he end up transforming into just a very small bear?
- Divine shot is an auto hit, but let’s say I was using it with an accurate weapon or a shotgun (scatter), do I still roll and if I miss I just get an auto hit? Or does it count as rolling a 1?
The Psy Power Preternatural Awareness states that you perceive everything around you even behind you because you don't use your eyes. That gives a bonus to awareness and initiative.
But what about light conditions? Would you say that someone using that power still depends on light to see?
So I took the plunge and made an Imperial Psyker, and to ward off/prevent the summary bullet to the brainpan I decided taking Preternatural Awareness would be a good choice. I'd like to know how some of you game masters out there rule on using this (very valuable) power.
- To wit: If I want to benefit from the additional initiative bonuses, do I have to maintain the power throughout the fight, (to me, it seems as though I would have to) or do you allow it to be used up until the point of rolling for initiative, then the power can be dropped?
- If you say "use throughout the fight", then does the initiative bonus fall off if the power is dropped once fighting starts? (i.e. Joe-Bob the IP uses PA, initiative rolls are made, Joe-Bob maintains power for 1st round, allowing him to add WP to initiative, then on the second round, drops the power, losing the WP bonus to his initiative)
Does Call Flame count as the "fuel" to fill an entire room with a few overbleeds of Sculpt Flame? Or, does it make no difference what the source of the initial flame--there needs to be combustibles in the target area?
- Does "Spread fire" (the third effect of Sculpt Flame) require that the area contain combustibles like stated in the first effect, "Double a fire's area"?
- If "Spread fire" does not require combustibles, then would the fire shrink back to its initial size after Sculpt Flames is ended?
- If Call Flame is the initial source of flame, does Call Flame need to be sustained while using Sculpt Flame to cover an area with flame?
The description states that it deals the same damage as the previous round.
Does that mean that you roll Incinerate damage on the first round, and then each successive round just add one to that?
So if you roll a for damage on round 1, it takes 4 damage on round 1, 5 on round 2, 6 on round 3, then 7, 8, 9 on rounds 4, 5, and 6? Or is the d10 rolled each round, and only the base damage increased linearly (i. e. d10 +1 on round 1, d10 +2 on round 2, d10 + 3 on round 3, etc)?
I am a little confused on the wording of two of the ways to implement Sculpt Flame.
The first effect doubles the fire's area, but states combustibles are required.
The third effect allows the Psyker to expand the fire into a number of 1 meter squares equal to your WP bonus and does not mention needing combustibles.
If I have a torch (or Call Flame active), using the first effect, I could only double the fire, creating a fire equivalent to two torches only if there are combustibles around?
Conversely, if I have a torch or equivalent, using the third effect, I could then expand the fire into five (with WP bonus 5 1-meter squares weather or not there is anything to fuel the flame?
I apologize if this has already been posted but I searched around the board and couldn't find it anywhere.
My group was having a fierce debate as to how the Psyker power Catch Projectiles actually works.
Some of the members seemed to think that the Range of the power indicated that its effect would be only work if the origin of the SP bullet was within the Range (5m in this case).
Some thought that it would stop any SP bullets (equal to willpower bonus) that entered the 5m radius of the Psyker using the ability.
So hopefully one of you could clear this up for us. I appreciate it greatly, thank you in advance.
I was thinking of this; with telekinesis you can lift any object around, it has only AFAIK weight restriction, but I don’t see a quantity restriction. It doesn't really say it’s just an object or multiple objects with the total of object not exceeding the allowed weight.
- So could you lift multiple las pistols and aim them, and fire them with precision telekinesis?
- If you could lift several guns could you fire just one? Could you fire all of them?
- More paradoxical, you are making an attack and a psychic power in the same round, does it break the rule of only one of those actions?
- Will you use BS or WP to determine the outcome of the fired gun?
Telepathy
180. It says in p179 “Closer than Flesh” in the DH rulebook that if a psyker uses a telepathic power on a target who has twice his corruption or insanity points bad things could happen.
- The thing I'd like to discuss is, could you force this into unwilling victims? For example if psyker A has 20 corruption points and person B the" victim" would have 0, would the victim have to make WP checks to risk corruption if person A contacted him with a telepathic power.
- Also could you resist a telepathic communication attempt?
- Would a mundane person even detect it? I would probably allow it in my games, but how other gm's see this is interesting.
On page 179 of the core handbook, there is a rule called 'closer than flesh' that states that Telepaths can get more Insanity and/or corruption points when probing the minds of people much more corrupted and/or insane than themselves.
- My question is whether this applies to all Telepath powers, or just ones that really enter someone's mind. For powers like Compel, Dominate, Mind Scan I fully understand why the rule would apply. But does it also apply to Psychic Shriek, or See Me Not for example?
In DW Genestealers have the Trait "Tyranid" in the Dark Heresy setting they have the Trait "From Beyond". These two traits are essentially the same; just different names for the same benefits.
Whatever it is called the trait states, in part: "It is immune to Fear, Pinning, Insanity Points and Psychic Powers used to cloud, control or delude its mind." Preceding taken from page 330 of the Dark Heresy Book.
In your opinion would creatures with this Trait be immune to the Telepathic Psychic Power "Psychic Shriek" found on page 180 of the Dark Heresy book?
If the test depends on the degrees by which the victor wins, rather than the degrees of success on the victor's actual test, does this take into account degrees of failure for the loser?
For example: opposed test, one person gets three degrees of success one person gets one degree of success. The victor won by two degrees, but if one person got one degree of success and the other failed by two degrees, did the winner win by three degrees or just one?
The Role of Fate
187. One of the points in the Errata that I've been puzzling over for a little, is the note made about using a Fate Point to recover damage. Notably, the point that states it does not recover Critical Damage.
- Does this mean a character who is at critical wounds cannot use this power to recover?
I have generally been under the assumption that a character who is Critically damaged cannot recover wounds until the critical damage has been dealt with (and indeed, most other healing abilities, including Medicae, recovery, Seal Wounds, Regeneration and Healer seem to support this).
- So what happens if a Critically damaged character uses this power to recover wounds?
- Does it just not work, dr do they somehow recover wounds while remaining Critically damaged?
- And on that note, if it is the "you recover wounds while keeping Critical Damage", if, for arguments sake, the character used multiple Fate Points to heal and got up to say... one or two wounds short of their maximum, are they counted as being lightly wounded or Critically Wounded?
After the "Surprise phase" of a combat, once combat rounds begin, can you attempt ambushes (ie., Surprise), again - via Silent Move Tests vs. Awareness?
- If this is allowed, does this "new surprise" reset the Initiative order again (all surprised/ambushers roll Initiative again)?
- What if the situation was that new combatants were sneaking around (using Silent Move - & succeeding - in the Vs Test) to surprise the other combatants, already engaged with their allies?
So there's the typical cinematic samurai showdown, two swordfighters running towards each other preparing to slice and dice.
The RAW seem a little arbitrary on how this will resolve. They run towards each other, both taking alternate Run Actions, until they end up within Charge Range of the acting character, who then gets to go first.
Regardless of Initiative, Agility and Skill, it comes down to "luck".
- How is this handled?
190. Personal addition
What is the minimum distance required to be engaged in melee?
Is it possible to use the Aim action (either Half or Full) to provide a bonus to non-Standard Attacks, such as a Semi- or Full-Auto burst, Stun attempts, Guarded Attacks, or Charges?
Defensive Stance -> all attacks against you suffer -20 to WS. What if you are facing a melee combatant with a pistol who would try to hit you not with WS but with BS?
- Do you add during that test bonuses from quality of the weapon, additional +10 for balanced weapon (as the person is trying to parry) or other factors like outnumbering in combat or you just test pure opposed WS test?
I noticed that when you control a grapple, you can chose to inflict normal unarmed damage (1d5-3+SB) and one level of Fatigue.
- My question now is, does the opponent actually have to take wounds in order to gain a level of Fatigue or is the Fatigue automatically gained plus a chance to do damage?
How would you guys handle strangulation, of the old-fashioned "I throttle the life out of you with my bare hands" sort?
- Is it some kind of Grapple combined with suffocation? Those rules would seem to take a long time to damage anybody, even if we count the stranglee (naturally) as engaged in strenuous activity.
Guarded Attack -> gives you a -10 penalty on your Weapon Skill test (in order to defend better). Does this reference to WS imply that you cannot make a Guarded Attack with a pistol since you would use BS for that?
The Knock-Down action is an opposed Strength test. It says nothing about needing to actually hit whoever you are trying to Knock down first, any clarification?
I'm not certain if this has been addressed before, but is it possible for a character with throwing weapons to make more than 1 attack per round?
In our own group, we assume that someone with Swift Attack/Lightning attacks could make as many thrown weapon attacks as melee attacks, assuming they already have the weapons in-hand (of course, the Rapid Reload fixes that). We also assume, that Two-Weapon (Melee)/Ambidexterity work together as listed for thrown weapons (excepting grenades that work differently from thrown knives, for instance).
- Any ideas on this?
- And, as an afterthought, what about someone with Rapid Reload and a bow?
- I know you could simply load for free, aim as a half action and shoot - then repeat next round - but any chance of firing twice, even if it means treating it like some sort of auto-fire or something in order to stick with the 1 attack action/round maximum?
My question is about the summary of Overwatch in the Combat Actions table on page 189 of the Dark Heresy core book. That summary mentions a -20 to BS to take the action. However, the full description of Overwatch does not include such a penalty. Furthermore, the GM screen doesn't note that penalty.
When I stun an enemy, (Say, with the Shocking ability) does the stun count from your turn or theirs?
- (So, if they were stunned for one round, would they cease to be stunned at the end of their turn (And therefore nobody gets bonuses for attacking them anymore) or do they cease to be stunned at the end of my turn?
Ok, so I have a question about suppressive fire. One of my plyers rolled a scum and he wants to make him into a gunmetallican gunslinger. The thing is - I don't know how to interpret the dual weapon rules. I know the errata 3.0 inside out, but it still does not mention one of the most important (for my player at least) possibilities: suppressive fire.
- I know that it is possible to fire both weapons at full auto during one's turn, but can I actually suppress with two weapons?
- If so, can I fire one weapon in suppressive fire mode and the other in semi auto, or a single fire mode, on the same or other target?
- I know that I have to fire both weapons on the same target if I want to suppress it with both of them, but what I want to suppress one target and hit the other one with full auto/semi auto/singe shot?
Wielding a weapon in 2 hands - I can’t seem to find anywhere in the rulebook about wielding a weapon in 2 hands. I see a lot of wielding 2 weapons, but what about using a great weapon or even a sword 2 handed.
- Do you get double your strength bonus? Or is it like old inquisitor where you get half your strength bonus wielding a weapon with 1 hand, and full when wielding it with 2.
Can you manouvre an opponent out of melee combat and if so, do you get the free attack or not?
Detailed: The basic confusion/ argument/ question is thus: can a (N)PC use Manuveure to basically 'shoot' while in Melee by having say a Shot Gun (with or without a Melee attachment) and then using Man. to make the opposed WS test and then move their opponent out of Melee with them (Move action) then shoot at them since they are no longer in Melee (and are now likely at PB / Short Range.)
- Basic Break down of Question: Is the person forced to leave count as having used Disengaged? Meaning they did not flee, or do they count as Fleeing and hence get to be attacked for free as they Flee?
- Is the use of a Melee weapon required to use Maneuvre, or can an unarmed / naked Acolyte use Manuveure against the SM Veteran Captain with the Power Sword and Bolt Pistol?
- Can you follow up a successful Manuveure action by Firing at the person moved out of melee with you?
There was a minor debate in our group as to whether the "Firing into Melee" penalty (-20) should apply to people in melee firing at their opponent?
The rules (and I might be mixing this up with RT) state that if you are adjacent to your opponent then you and that opponent are in melee. Therefore, if you fired at that opponent, you'd be firing into melee.
As I have training in both melee/ballistic, would it be possible to attack the cultist in melee with me with my sword, and use my off-hand ranged attack to instead fire on the cultist diagonal to them, as they are within 10m?
- What would the overall penalties be if I were to be carrying two pistols and attempting the same, firing at the cultist I am in melee with as well as the second cultist nearby?
With Two-Weapon Wielder, making two such attacks is a Full Action, so I suppose this melts slightly into the existing pistols in melee thread.
When Acolyte is fighting with a sword and has a secondary hand weapon with defensive the attribute (+15 to parry, -10 to attack), like the Sigilite, just for parrying and is not using it for attacking does it count as fighting with 2 weapons or with only one?
If I want to make a called shot to the "left eye - pupil" or "the chain on which the NPC wears the ancient artifact of greater Vorpal doom" and my gm tells me whoa, called shots are only for hit locations and you want to hit a "Minuscule" target as in the rules for -30
- What if I have precise blow / deadeye shot / sharpshooter, no penalties, -10 or -30, or do you think it should still be a normal called shot?
- And what about armour? If his eye is explodes (like with a medieval metal helmet, a flak cloak) how does armour count? (Just presuming that a power armor visor has the same armour rating than the ceramite plates at his left leg)
What are the penalties, if any, for shooting an enemy when there is an ally between you and the enemy, and the ally and the enemy are not in close combat?
If I were to, as my sole action, fire at the cultist not currently in melee with me, would I receive Point-blank bonus on them?
The 2.0 errata states that a pistol wielded in melee does not get the +30 bonus for point-blank range, and then that Point-blank, which is closer than 3m, does not apply to enemies with whom you are engaged in melee. The former seems to indicate that no, once in melee a pistol-user cannot claim Point-blank, but the latter seems to specify enemies you are currently in melee with.
How does Dodge affect hits from Full Auto when Cover is involved?
Looking at FA the default effect is that the first shot hits where the dice say it does (reversed to find hit location), the second in the same location, and then it moves to adjacent body part according to a certain table. No called shots are allowed when firing FA.
Now normally when you Dodge against FA you dodge one extra hit per DoS.
- So the question is: Does the "hit" dodge means bullets striking you directly only, or also bullets striking Cover?
Fatigue System, it says that you go down after fatigue levels = TB, and then stay unconscious for 10 - TB minutes.
- But what thereafter? You still have to much Fatigue and fall unconscious again? You only loose Fatigue through rest (or the drug kick), but without the drug only one point per hour.
229. If you take permanent characteristic damage and go below the pre requisites of a talent you possess do you lose the use of the talent?
- If so, do you gain the XP spent on the talent back?
One question that's still been plaguing me from Dark Heresy through Black Crusade.
In the Damage sections of the rulebook, it says that certain critical effects force you to take a toughness test or lose a limb permanently. That's easy enough... but then it says that if someone with Medicae is assisting you, you can add a +20 bonus to this test. Master Chirurgeon, the talent, also lets you add an additional (by my understanding) +20 to that test.
- Now, my question... every critical effect that presents limb loss asks for an immediate toughness test. How, in this case, could someone with medicae ever be helping someone against this? If it's immediate...
- Do you begin getting fatigued and how fast does it happen?
- I know a Toughness test would be involved, but would it be fair to say every 4 or 8 hours you have to make a toughness roll or become fatigued one level?
- Would it also be fair to say that the first test is normal and each one every 4 or 8 hours gets more difficult?
Flight pg. 216 Dark heresy Rulebook states "The Charge, Attack and Run actions both count as movement for the purpose of staying in the air."
- So question, is there a full action missing from the actions section being "Attack and Run". Which is limited to a flight/hover action that is essentially a fly by type of attack using full move distance (not run distance) with an attack somewhere in it?
Members of our group have read it as a typo saying that there are three actions listed there being Charge, Run and Attack and the word 'both' should say all. Attempting to argue this could allow you to use a full action to attack as in essence you are 'hovering'. I disagree with this believing you are required to spend at least a half action on movement. Allowing you to move and manifest a psychic ability that was a half action, or take a half action aim and a half action move allowing you to fire a single shot with half round aim and then half action move, or a half action attack and then half action move. The rules appear fairly simple except this one "Attack and Run" reference.
The rules for flying state that the number given in the Trait description is to be treated like Movement rating for determining speed (p216). The rules for movement (p212) give speeds for "Narrative Movement" that make sense for hiking in terrain, but I feel the speeds somewhat low for flying. A Flyer (2) would make a not-so-impressive 3kmh (1,9mph), or less than a meter per second. If he was to Hurry, he could fly 6kmh for a while. I could out-jog this flyer. The same flyer could "run" 12 meters in a round. A Round is approximately 5 seconds (p187), so this would suggest a top-speed of 2.4 m/s (8.6 Km/h)
- Have I got this all wrong, or are "flyers" really just slowly moving balloons?
The Game Master
For Glory or Gain
238. Does experience spent on elite advances count towards rank progression?
Quick question...when a character takes a fear test the modifiers to the roll are as follows:
Fear 1 (0)
Fear 2 (-10)
Fear 3 (-20)
Fear 4 (-30)
Now, it says on page 237 that if your insanity points are for example 22, you are immune to creatures with Fear 1.
- Does this then alter your future fear modifiers to as follows?
Fear 1 (Immune)
Fear 2 (0)
Fear 3 (-10)
Fear 4 (-20)
I can't find anywhere that says that, it’s just a logical presumption.
Rending the Veil
'Characters caught in a full-blown intrusion of the warp into corporeal reality gain corruption points from the experience.'
This one seems ambiguous.
- Does that mean if you see a daemon walking down the street, you gain corruption points?
- Would you take CP from seeing a daemon burst into reality and then some more for the sheer fact that you’re looking at a daemon even before its fear comes into effect?
Vile Persuasion
'Many Daemons and cult leaders are masters of insidious temptation and of sowing the seeds of doubt in a faithful heart. Their words and arguments can corrupt where force alone would fail.'
- So is this with every word?
- Could a Daemon spout some Taunt in combat and as a result add corruption to the players?
If a creature has the trait multiple arms and has the talent Lighting Attack does the creature get 3 for the lighting attack and two for the multiple arm trait?
I and my fellow players are guessing that since lighting attack is a full action that it would only be 3 and if so multiple arm trait seem superfluous
I plan to run a little session this weekend and my players will face some servitors. While I was trying to "power-balance" the fight, I started to wonder if the "Armour" provided by "Machine Trait" is subjected to Penetration or if it has to be dealt with like a Toughness bonus?
Since the Machine Traits seems to be "reflected" in the AP of the different servitors in the DH core rules, I would assume it will be "penetrated".
Since a creature with natural weapons can never be counted as being unarmed presumably that precludes them from causing fatigue from their "unarmed" attacks?
Toxic weapons only work on a damaging hit (ie one that penetrates armour and Toughness). Creatures with the Toxic trait have their poison work after merely hitting the target (ie a successful WS test). No need to penetrate armour or Toughness.
- Is this how it works or did I miss an Errata round?
247. Does Unnatural Characteristics stack if they are of the same level?
Example: If I have a player with Unnatural Agility x2 and i use a drugs like "Ghostfire Pollen Extract" (p. 184 Inquisitor's Handbook) I will take Unnatural Agility x3 or it doesn't work?
248. Conundrum that popped in my mind while designing psyker bad guy: assume that a character somehow gains Unnatural Willpower (the exact level of unnature is irrelevent), just prior to gaining a Psy level.
- Does the doubled (or tripled, quadrupled, etc) willpower bonus get taken into account when getting new psychic powers?
Mutations
249. I have an Imperial Psycher at Psy Rating 3. We finished an epic session last night and I've ended up having to roll a minor mutation at the beginning of the next session. Looking through them I saw that one of them, Wyrdling and one of the Major Mutations, Hellspawn give you a Psy Rating (1 and 2 respectively).
- How does this effect Psychers who have already surpassed the Psy Rating 1 or 2 that the mutation gives you?
I recently have a debate with one of my friends on the Major Mutation Degenerate Mind. The mutation, due to the Dark Heresy Core Rulebook gives the character the 1: Frenzy 2: Fearless 3: From Beyond trait, depending on a roll and with a minus d10 to the Intelligence attribute it also adds +10 Fellowship to the characteristics.
Although we did not find anything in the errata v 3 in connection with that, my friend has a certain concern that it's a spelling mistake so we should count with -10 instead of +10. He also questions the concept or motivation of the developers if it is meant to be a +10 addition to the Fellowship.
Recently in my group we have been discussing this a lot. The Pysker in our group took Open Wounds to make up for how weak the Minor Powers are for a starting Psyker. And Open Wounds has been great, often times making it a lot easier for the group to take down heavily armored opponents (they were attacked by a bunch of Maw Flukes for example).
- But recently they have been fighting Servitors and we have been debating whether or not Open Wounds should apply?
Servitors are part fleshy, so there is that, but I view the fleshy parts as being more of left overs to the servitor than actually necessary to its function, so all damage it takes is against its machine parts.
When, if ever, would you lower something's TB for purposes of doing damage (I said three grenades blowing up in its stomach negated any damage reduction the creature had).
When a daemon is killed in combat, its body discorporates (being made of warp matter held together by the daemon's willpower).
- Does the same thing happen to the stuff the daemon is carrying (specifically Bloodletter weapons)?
My first impulse is to say 'yes', but the more I think about it the less sure I am. If a daemon is successfully Disarmed, his weapon wouldn't discorporate; he would just pick it back up off the ground.
- So, if it doesn't disappear when it leaves the daemon's hand, should it disappear when the daemon 'dies'? Or, having no will of its own, is a Bloodletter's weapon bound togeather more 'densely' than the daemon, and not subject to discorporation?
I just rolled up a Daemonhost. For its Unholy Changes I rolled a 00, which means "Seemingly Normal"- no physical signs of daemonic possession. This happens to work really well with the way I want to use the Daemonhost in the scenario, but...all Daemonhosts are supposed to have Fear 4.
- So, how do you think that would work?
Dark heresy Apocrypha
257. I have been reading the apocrypha and I have some questions:
- About the movement, a vehicle is considered always on the move I suppose, so in combat, does the pilot have to spend and action move to drive the vehicle?
- If you move at full speed, is considered a Hard Target like running?
- Can the driver or the crew use their dodge action if any of them are hit? For example with a called shot, can the driver dodge with the vehicle?
Purge the Unclean
Rejoice for You are True
258. So my players decided to keep Theo's legs after the showdown at the temple on Ambulon. (Purge the Unclean)
The tech-priest has been salviating (or should that be Dripping Sacred Oil?) over these for a while, looking for the proper facilities for performing the necessary rituals of sanctification and integration to replace his weak flesh for this good quality Trueflesh.
- Or is it? These bionics come from the Serrated Query. Are they built along lines that the Cult of Mechanicus would frown on?
- If so: why? If not: what sort of stats should they grant?
I can't find a great deal of talk about this, but on Pg. 20 of the Inquisitor's Handbook it lists Psyker as a possible randomly rolled career for the Noble 'homeworld' option but is not listed in the main description of the allowed careers.
- Any information about this?
260. On page 26 of the IH, it states that "Any adjustments to your character by selecting a Background Package do not count as an Advance for the purpose of increasing your rank, nor do increases or reductions count towards the improvement of your Characteristics through normal means."
Strictly read, this means that the experience spent on the package also does not count towards increasing your rank. So, if you take the Void Commercia background, you deduct 200 xp from your starting XP. Then you spend your other 200. At the end of the session, you gain 200 xp and spend it. However, you are still Rank 1, because the 200 xp spent on the package doesn't count.
Necrozius: I have a quick question regarding the Alternative Starting package for Tech Priests: the Malygrisian Heresy. It states as a drawback that you are "Unhinged" and start your character with 1d5 insanity points.
Here's the rub: Unhinged, on the Insanity and Madness in the Core Rulebook chart means that you've accrued 60 Insanity points, and that your Disorder is now at the half-way point (between Minor and Major).
- So, if you create a character with this background package, you start off with an actual Disorder, but only 1d5 Insanity points, is this correct?
So I have a Battle Sister Character, Rank 4, Both Celestian and Seraphim both say that they require rank 5. So when I reach Rank 5 I replace my current rank with with one of them.
- Once I reach rank 6: Can I take the other alternate rank?
- Is there a limit? (Provided I have all the required attributes and talents)
On the prerequisites for Alternate Ranks the Rank requirement is that the first Rank it can take the place of or is it the Rank afterwards.
For example I want to take the Moritant Reaper Alternate rank with a Rank requirement of 6. Does that mean as soon as I spend over 5999xp and qualify for Rank 6 that I can take the Reaper alternate and replace rank 6 or do I have to wait till I’ve spent over 7999xp and will be going to rank 7 and replace Rank 7?
Again assuming Machinator Array, if you have a close combat mounted mechandrite and swift/lightning attack, can you use the multiple attacks with the mechandrite?
Hi, my tech priest player has fellowship 02 and wants to buy the machinator array.
The problem is the fellowship reduction of 5 that will take the player's fell to -3...
- In the characteristic damage table a fellowship of 0 renders the character a servitor or similar, what do you think, can he buy it taking his fellowship only to 1 or not?
Having a naval-shield on a gun-mechadendrite is cool. But, what about a utility mechadendrite to parry (works as well) and a manipulator mechadendrite to (I have TB 6 and SB 4 with machinator array plus 2SB from the mecha (it should already include the +10 for good craftmanship I think)?
I have a sum of 12 and can carry 112kg with that arm having equipment of let’s say 40 kg) ask my GM hey can I have a naval shield sized piece of plasteel wall that weights up to 72kg and how much cover AP does it provide?
(naval shield provides 8 and weighs 9 so if just duct taping them onto each other I should get (8*9=72) (8*8=64) 8 on top if each other to get enemies destroy one after another as per cover rules or get a solid wall of 32AP? maybe only 16? or don't I add the +2 SB to carry and lift with that mecha?
271. In the Inquisotorial Handbook, the Moritat background cost is 300 XP.
In the french translation of this book it is 200 XP.
I know there have been a bunch of threads on moritat assassins and power weapons, but this has come up between one of my fellow players and myself.
- Would a Moritat assassin be able to get the tearing feature twice (once from the bloody edge and once from the actual chain weapon)?
He points to the fact that it combines the raw power of the chain weapon with the moritats skill and precision, thus the stacked tearing. While there are no rules explicitly saying yes or no, I'd like to get some feedback from the community.
Me and one my game buddies were talking, and pondered something.
- What kind of ruling would a blade of some kind (Probably a modified sword, or at least a long knife) on a chain, or length of cloth, or wire, measuring 2 meters have?
Specifically, we were pondering this for use with a Moritat Reaper, but we wouldn't mind some idea of if this would work/wouldn't work.
- In short, chain weapons/reach weapons/thrown weapons with a wire to pull the blade back, yes or no?
276. The talent "Assassins Strike" says: "Whenever you engage an opponent and make a melee attack, you may make an acrobatics test to move at your Half move rate as a free action. your opponent may not take the customary free attack."
- Does this mean that as a free action you can make an acrobatics test and move or does it mean that the test is a half action and moving is free?
The reason I say this is that as a Moritat Reaper (inquisitors handbook) you can use the talent "the reaping" and these two talents MAY be able to be used in conjunction with one another.
Jacob Addition: Actually could they be used in conjunction?
Recently our Templar Calix got her hands on a force sword. The IH says that as a free action the wielder can channel psy energy and it should be 'treated as a psychic power'
- My question is: can she use another power this round? (The rules state only one power per round)
Warden/Divisio Immoralis lists the Forbidden Lore (Occult), shouldn't this be Scholastic Lore (Occult)?
Elite Advance Packages
280. Can those resurrected from a “Cybernetic Resurrection” be healed by a psychic power?
281. A while ago I died (It happens) and received full cybernetic resurrection from the Mechanicus Secutor (I just leveled rank 4 and wanted to take the alternate rank anyway so worked quite well).
The problem we are having is with the line "you gain 2 points of armour to all locations". We took this to mean I gained an additional 2 armour on top of the armour I was wearing, but the GM started to worry that it was making me overpowered to the rest of the group (right before almost taking my hand off with a power scythe!!)
He is now saying that it should be classed as a different set of armour and not counted together, like wearing a flak jacket over a carapace chest, which would mean the only time I would benefit from it was if I was running round naked.
- Is this correct?
282. So, if a Nascent Psyker who's abilities have already manifested wields a Force Weapon, how would you resolve the damage done?
According to the RAW, I don't think they would get a damage bonus, since the bonus is based on Psy-Rating, which a Nascent Psyker does not have.
This however, seems like a limited interpretation, especially considering that the book points out that Psy-Ratings are an abstraction, rather than actual notable tiers of ability.
283. Also, if a Nascent was to receive the bonus, would they be able to use the "Killing Will" power of the weapon?
First off in different parts of the Handbook, it is listed as 50 thrones (Feudal/Feral Section) and in the summary at the back, 13 thrones.
The weapon as is, is listed 1 handed 1d10+1 R Pen1 no special things except the primitive quality. It also says in the description it requires great strength to use only 1 handed (as it is essentially a slightly smaller great sword).
However, nothing is listed of this and to be sure, the system does describe when you need a certain strength to effectively use a weapon (like the breacher or tranter .54). And other systems need a certain strength value to properly wield a "Hand and halfer" Bastard sword in one hand the whole time.
- Should it be more powerful when used in 2 hands?
- Should it have a Strength requirement to use it one handed?
- How does this effect using the weapon if you use your "off hand" to do something while using the sword in the main hand?
What would the effect of Best Quality be on a Shield?
Shields are listed as melee weapons, and as such one could argue they get the +10 bonus to tests made to attack and add 1 to the Damage they inflict. But shields are Defensive and get a -10 penalty to attack anyway, and are rarely used for attacks, and the WS bonus does not apply to parries so it's kind of useless.
As some shields provide Cover or Armour Points, a player asked if it would not be better if the Craftsmanship modifiers were as for Armour in general, where Best armour weighs half the normal amount and increases the AP by 1.
Jacob Addition: I think this is a good point to ask at least about the design of the shield in the first place and how it was intended to mechanically behave?
Ok, so the .54 Tranter is unreliable (jams on 91+). But the text on it explains it jams on a 94+. Eh?
I have just found a good quality version, giving it reliable (which now counters out the unreliable trait).
- My question now is - What roll actually causes this weapon to jam?
I realize that semi-auto still jams on a 94+, but does single shot use the 94+ (from the weapon special rule) or 96+ (from the normal jam chance for single shot)?
Okay, in the Inquisitors Handbook, under the entry for Armoured Bodygloves it says that, for 3 times the cost the suit can have a hood added and make you harder to detect (not got the book to hand so I can't be specific).
- But does the hood have any AP's? Or is it just a hood?
Looking in the IH, it says that the common quality mining helot augmentic gives a -10 penalty and a chance of insanity. I'm playing a techpriest who's going to be pretty handy at making and implanting cybernetics and such.
- What should the benefit of a Good or Best quality mining helot augmentic be?
Good or Best Quality Cranial Implants function as a cogitator. Per IH pg 146, a cogitator gives +10 or +20 on relevant tests.
- Do the Cranial implants give +10 OR +20?
- What are relevant tests? All Int tests? Only trained Lore skills?
It seems like may GC Cranial implants give +20 or +30 to all known Int skills (Unnatural Int + cogitator bonus). That seems really, really good. Am I missing something?
Table 5-5 'Servitors and Familiars" (Page 145, Inquisitor's Handbook) seems to be a guideline to build cyber-familiars from scratch (thus, to calculate the Adeptus Arbites Cyber-Mastiff for example).
- Could this table also be used to improve already exsisting ones?
- If I'd want to buy a Cortex (Talent Implant) to give my Bloodhound Cyber Mastiff (Book of Judgdement page 74) the "Double Team" talent, could I do it by paying 500 thrones and passing some sort of skill test (like Tech-Use) and a reasonable length of time?
It says in the Inquisitor's Handbook that a Cyber-Creature or Psyber-Creature can be equipped with implants, and lists one of these options as a gun. I'm assuming that is referring to the concealed weapon cybernetic upgrade listed for player characters. Either way, I can pay for the gun, and even pay for the talent to know how to wield it, but that doesn't change the fact that my animal has a ballistic skill of "-", in other words, 0.
- How on earth do I change that?
- And if I can't, then why do they specifically list "guns" as an example of something that can be attached to the creature?
- Not to mention, speaking from a point of logic, if my creature can be given skills such as lore skills or languages, why can't it fire a gun?
We were equipping some characters on Sunday using some gear from the IH and our Redemptionist was looking for some grenades. We ended up comparing the Inferno/Thermal grenades with the Fire Bombs from the core book.
I don't have my books in front of me, but as I remember they have identical stat lines with two exceptions: Fire bombs have a blast radius of 2 compared to 1 for the Inferno, and Fire bombs cost 5 compared to 60 for the Inferno.
- Jacob Addition: I believe this has been addressed before, but I can’t find it myself. So clarification again?
This may seem like an obvious question, but IH lists the following as being able to get Duplus Clips:
Any Basic, Pistol, Solid Projectile or Las weapon with a removable clip.
- Now, are we to take that to mean that all basic weapons and all pistol weapons can have Duplus Clips, plus any type of Las/SP weapon with a removable clip?
That would mean that Flamers and Hand Flamers, being Basic Weapons and Pistols (respectively) can have Duplus Clips. It means Plasma Guns can. Meltaguns.
- Or does it mean that any Basic or Pistol that is also either a Las or SP weapon can have the Duplus Clip?
If a character has Ambidextrous & Two-weapon wielder (Melee and Ballistic) and is attacking in melee combat with a melee weapon + shooting with a Forearm weapon mount mounted in the same hand as the melee weapon is in.
- Does this make the attacks -10 or +-0?
- Is this considered to be equal to fighting with two weapons in two hands at the same time, meaning -10, or since the attacks all come from the same hand, +-0?
314. Personal, but there was a question about it as well found afterwards - https://community.fantasyflightgames.com/topic/49911-wrist-mount-and-2h-weapons/
Can you (with two-weapon wielder talents included) use a two handed melee weapon and then use a forearm mounted weapon with your offhand or something?
In the main rulebook, there is no real description of what bracing actually does outside of heavy weaponry. However, in the IH you can give tripods and bipods to basic weapons and their only use is to assist with bracing.
- So my question is, is there any effect from bracing basic weapons? It seemed like no to me.
Does anybody know how melee attacks with a weapon that has a range work in fact?
- The Neural Whip for example has a range of 3 m. Now, if combatant A attacks B from a distance of 3 m he uses his WS to hit, right?
- But does he count as being in melee?
- Can he make use of the Swift Attack or Lightning Attack talent to make a Multiple Attacks action then?
- Could he make use of a Stub Pistol in his off-hand with Two-weapon Wielder?
- If he could make use of Two-weapon Wielder, does he count as being in melee (+/-0 to hit) or does he count as being at point blank range (i.e. ❤️ m) getting +30 to hit?
- What happens if combatant C decides to use his Lasgun to shoot at A (or B)? Does A (or B) count as being in a melee himself, so that C gets -20 to hit? And if A flees, does B get a free attack (if he has a Neural Whip himself for example)?
In the IH pg 187 it talks about force weapons, "Unless wielded by a psyker, force weapons simply count as a Good Craftsmanship Mono variant of their standard Primitive weapon type (see pages 128 and 142 of Dark Heresy). However, in the hands of a wielder with a Psy Rating, they are much more"
- My question is are all force weapons by default Good Craftsmanship? Why would a psyker be less accurate with a force weapon then a non-psyker?
I have a few questions about Blessed Ammunition in IH ( p.190). It states that the price is 50/ea.
- I would presume its 1 bullet or bolt (in addition to normal price), but it also ablies to flamer ammution, so will 50 thrones get you 1 canister or 1 round burst worth of blessed promethium?
Can a Psyker use the ward on a set of armour without restricting their Psy abilities?
- If the abilities were to be restricted, then how?
Life as an Acolyte
326. Contact has a skill cost = 10xp and Contact is an expert in a skill, cost = 20xp which makes sense, but Contact has a skill group, cost = 50xp, Contact is an expert in a skill group, cost = 50xp.
It doesn't elaborate if your contact has to buy one and then the other or can chose one over the other.
- So is it 10xp+20xp and the contact is an expert in a skill or 50xp+50xp the contact is an expert in a skill group?
- Or is it 20xp and the contact is an expert in a skill or 50xp and the contact is an expert in a skill group.
327. The "I used to know" someone rule reduces the cost of a contact by typically 50%.
- Is that reduction before or after applying the negative contact costs such as Dubious or Dangerous?
328. Hi guys! In IH on p.224 there are rules for pursuits, which seem pretty normal, until you've actually playtested them - unless I got them all wrong.
What they basically say is:
1) You roll Initiative, whoever wins - gets 1 Pursuit point.
2) Each turn you can take Chase or Flee Action, which is actually an Agility test, with difficulty that depends on terrain, traffic etc. If you pass the test - you gain 1 Pursuit Point + 1 PP for each degree of success. Failure nets you loss of PP's.
- The problem is I don't get what happens when you manage to catch the fleeing guy?
Starting at 0 PP's also makes you lose the pursuit real fast - not fun, especially for starting Acolytes.
I was reading the nifty little bit in the IH where it is stated that a successful Common Lore (Some Organization or Other) Test gives you a +10 to Interaction tests with members of that organization.
I rather like this rule, as it makes sense.
- However, does "Imperium" count as an organization?
Intuitively, this makes sense as well, as it would allow characters with CL (Imperium) to interact more effectively with Imperials than with the poor benighted savages abroad. But I am not sure if it is legit.
From IH Expanded skill: Invocation; Protective Invocation (IH page 232).
- How long does it take to invoke that? 1 round?
- How longs does it last? Forever or until next WP made to resist a Psychic Power?
- Can one be under such protection and at same time use Invocation to gain add WP bonus an extra time for use of Psychic Powers (while also being under the protection of "Protective Invocation")?
Can a person skilled in Psyniscience detect the presence of a Psyker who is currently not manifesting any powers?
- Asked another way: Can a Psyker conceal his nature by choosing to not use his powers?
- Or will he instantly and constantly be broadcasting his nature to all those able to detect Warp phenomena?
The rules are a little unclear, methinks:
Core Rulebook, p 105:
"The most common application of this skill is to detect presence or absence of Demons or other psykers."
But then:
"On success you extend your senses....." and the results specifying "immaterium being disrupted", "location from where the phenomena" or "person channeling or blocking the immaterium".
Inquisitors Handbook p 235:
Would seem to suggest that you can read quite a lot by a successful use of the skill, and does not specify that the psyker must be "active", but the chart again specifies "phenomena", etc.
332. Personal addition after the fact.
Crafting penalties for types of armor to be crafted?
Is there any way to use a two-handed melee weapon in one hand?
Disciples of the Dark Gods
Hereticus
Psykana Obscura
336. I implore for your opinion. A player asked me if he could slip by people using Space Slip.
- Specifically asked if it made a sound, or cause any disturbance (other than the stuff detectable by a psyker in the warp) like heat, or something else. It does not specifically say as so, but, in your opinion, does it?
337. We have an Untouchable in our group and will be fighting orks soon. I know that Untouchables by nature disrupt psychic phenomena, and the in-game rules for this represented by the negative modifier to psychic attacks in the Untouchable's WPB.
- But how does this work against an Ork's Waaagh field? Does it straight-up shut it down whenever an Ork is in the Untouchable's field?
338. This is something I am interested in, as it came up in a conversation.
- What exactly would happen to a force weapon within the field of an untouchable? Is it rendered simply a normal weapon as the field pushes the psyker's will out of the weapon? Obviously, the part of the weapon counting as a psychic power cannot be used on the Untouchable, but what would happen if the force weapon were to make contact?
Jacob Note: For that matter how would psychic blade do against an Untouchable? Just cancel itself out?
339. Is an Untouchable immune to Pure Faith powers?
- For exemple: a Battle Sister use Wrath of the Righteous to deal 2d10 additional damage, an Untouchable will suffer these additional damages?
340. My Psyker used Soul Killer on the big bad guy in a mission, the power had no effect (the GM grinned), and I was left wondering why. Before he told me there was no effect, he spent time going over the write up of the power.
Once the battle was over, it came to light that the baddie had a rosarius. The GM informed me that by the write up of the power, the rosarius protected the bad guy. I don't have the book handy, but I will paraphrase what line the GM was reffering to in the write up... the power fires off an invisible shard of psychic energy.
Now, I try not to argue rules during a game, I feel it distracts and makes the GM look bad, so I have been waiting until now to get a better understanding so I can bring it up before next game. I realize that the rosarius protects against ranged attacks, but there is no attack roll used for Soul Killer, only the Power roll used to determine success or failure in the activation of said power.
- Does a rosarius protect against such a power, if only because the description mentions an invisible shard of psychic energy flying off to the target(s), or does it not protect?
The Necrotic Sceptre (p78) has a Melee dmg rating of 1D10+15 E. Is this before the wielders SB is added?
Jacob Note: If before this seems to mean Master Nonesuch does 1d10+23 D damage on a melee hit. A quite rightly terrifying opponent.
The Halo Devices
342. As per the Halo device on page 100 of the Disciples of the Dark Gods book.
Phase one is pretty simple. (Gain, Unnatural Agility (x2) and Unnatural Toughness (x2))
The problem lies with phase two.
The character: Gains Unnatural Agility (x3), Unnatural Strength (x2), and Unnatural Toughness (x2).
- Now does that mean, since Unnatural Agility is already at x2 from phase one, increasing it with the 2 additionally listed (x modifier -1) would bring it to Unnatural Agility (x4)?
- Or would it just bring it to Unnatural Agility (x3)?.
In which case it would be better written as: Increase the Unnatural Agility multiplier by x steps and if they did not already have this trait give them Unnatural Agility (x ..)
Jacob Note: Apparently this person asked, and received an answer but did not source it from FFG
“The reply was such, "When you gain Unnatural Toughness twice you simply add 1 to the multiplier, so they get Unnatural Toughness (x3)" “
Do Psykers not gain the other benefits listed in the Sorcerer and Master Sorcerer talents, acquiring only the additional Psy Dice, and not for example, the free Minor and Major Arcana?
346. In DotDG, for the potential Daemon Weapon properties, one of them allows it to act as a Force Weapon using the Daemon's WP. I'm fine with that, but it says that the weapon can 'kill outright as per a Force Weapon'.
- Did they change it from dealing damage to killing outright when FFG reprinted the BI IH or is this just a typo...I've only got and seen the BI version, so if it's changed, I won't have known about it.
347. Hypothetically, would a sorcerer be able to use a force weapon?
The case where the sorcerer is also a psyker is a no-brainer. Of course he'd be able to utilize it. But a "vanilla" sorcerer? He can channel the warp, albeit in a different way compared to a psyker.
- Would it be possible for him to channel the warp through a force weapon, much as he does with other types of warp-powers?
348. So I have a question for all you guys and girls out there- about the warp spectre, page 158 of Disciples of the Dark Gods.
- It implies that the creature is capable of maintaining a grapple, and thus draining someone several rounds- but it doesn't have a strength score... so how exactly does it go about that?
Regarding the Gloomhaunt in particular - if I am reading the "Cranial Clasp" ability correctly the Gloomhaunt (who has just succeeded on its opposed silent move and subsequent charge attack thus grappling a PC) will deal 1d10+2 damage every round the grapple is maintained, right?
- I essentially don't have to roll anything other than opposed str tests each round and then roll and apply the damage, yes?
The Gloomhaunt counts as having a Strength Bonus of 6 for the purposes of Grapple Tests. Only Grapple Tests are Opposed Strength Tests, so Strength Bonus doesn't really enter into it.
Jacob Question: I guess a better way to phrase this would be; does the higher Strength bonus apply to the grapple check for the purposes of the test? As if the Gloomhaunt has a new Strength?
Normally Grapple victims get twice their Armour Protection against Grapple Damage. Whether this counts against the Gloomhaunt's 1d10+2R head-munching Grapple attack is unclear.
In reference to the Verminspeaker Advance, the beast it can control cannot' have more than 19 hit points.
- Okay, does that mean that the beast cannot be large, more healthy, or if the beast is reduced to 18 wounds because of combat injury, can it be controlled because it is too exhausted to resist?
- If a creatures has more than one quality which one really counts? Because if you look closely some demon and xenos have also the beast quality. I find it very weird to control a deamon because of his beast quality.
- Does the verminspeaker need to see the creatures he control?
If no than it can control the skin stalker (beast option)?
- If yes, his first power gives him the possibility to establish a link with any creatures and he doesn't need to see it. So, he can see by the eyes of a creatures and then he can see the position of a creature and can then use his "domination power" no?
I'm just going over the Creatures book, and came across the Genestealer's skill set. He's got UnAgX2 for an Ag Bonus of 12, fair enough. But, it also has Lightning Reflexes, where he doubles his Ag bonus for rolling Initiative.
- Does this mean he doubles his Ag Bonus on 6 to 12 and then adds a D10 for Initiative, or does he take his Ag Bonus of 6, double it to 12 from UnAgX2, and then double it again to 24 for Lightning Reflexes before rolling the d10?
Okay so the Lord Purgator Robarte Morgayne Haarlock assets
Luxillian Pleasure Guild (Cult) = How to win friends and influence people... by the oldest profession
Regiments Of Flamboyant Grenadiers (Host) = Real Troops
Vast Hordes Of Colourful Fanatics (Host) = Party Troops
Thanks for filling that in for us
Sin Scarred trait "grant you the Unnatural Toughness (x2) Trait when reducing Damage ... from psy-active weapons (such as Daemon Weapons or Force Weapons)" - Radical's Handbook, p.59. This trait don't give you any ability to use Force Weapons, for that you''ll need the Psy Rating.
I will start by saying our groups never played Black Crusade but I will be here to off my $0.02, seeing how you included me in this of sages
I'm not sure if it just the artwork you have Lord Ravager, but I can see the fall of her based on the layout of her Player. Sadly, it is the step I fear for my Moritat.
Lord Deceiver, like others I'm interested in his whole Ritual Work, Warp Wizard methods
Lord Corruptor, I'm not seeing this PC or getting a feel for it, maybe I need more info
Lord Purgator, this is a Rogue Trader taken to the level, I take everything not nailed and locked down. Then I come back with the tools for those too...
((moreso the fabric and the colours, than the actual dresses -- they'd be impractical in combat, but the cloth is nice to look at. perhaps a shawl might be nice...))
Wow, my 1st question for you besides the my little pony game system, what other games systems do you currently enjoy playing. I've played 40k wargame since there were Squats before they all got eaten? and I have played the 40k system since it came out with a local group of players who are liberal as can be.
Yes 40k universe is a fascist system that is crumbling as you state that is trying to bind all humanity together in 1 big block to survive against the all threats. As is the Empire in Star Wars.
But you miss that while yes the Space Marines are "powerful troops and stars of the Game" what really holding back the hordes (be they Orks, Tau, Necrons, Craftworld or Dark Eldar, Mutants, Chaos forces (Human or Space Marine) or even Human Rebel forces) are the PDF and Imperial Guard units which are made up normal humans. But most people are more concerned with happening on lets say Planet Kadrek, because of the Feudalism nature of the planetary systems then to worry about rest of the Imperium, the planetary ruling class and/or Imperium Assets will care about the sector and above. Even the Imperial Creed changes for "local" conditions.
You could and should be able to find just about any government style on the local level from clan/family bands most likely with imported planetary ruler sitting in orbit station to 1980 era [not sure you get much more modern as the setting not that advanced with gear] modern world style governments with the local leadership of any Political Ideologies, because the as long as they meet the Imperial Tithe, the Imperium doesn't care how the planets are run. Fail to make that Tithe and soon or later the Imperium will come calling to find out why.
Balthazar felt the hair on the back of his neck begin to rise as he sensed the taint of psychic activity. His fingers flexed on the grip of his hammer, held in front of him like a combination of walking staff and warding talisman. He made the sign of the Aquila with his free hand and began to murmur litanies of warding under his breath.
((We have a very, very psyker-phobic group -- as would be expected of any honest Imperial citizens ))
Regarding the Gloomhaunt in particular - if I am reading the "Cranial Clasp" ability correctly the Gloomhaunt (who has just succeeded on its opposed silent move and subsequent charge attack thus grappling a PC) will deal 1d10+2 damage every round the grapple is maintained, right?
- I essentially don't have to roll anything other than opposed str tests each round and then roll and apply the damage, yes?
The Gloomhaunt counts as having a Strength Bonus of 6 for the purposes of Grapple Tests. Only Grapple Tests are Opposed Strength Tests, so Strength Bonus doesn't really enter into it.
Personal Addition: I guess a better way to phrase this would be; does the higher Strength bonus apply to the grapple check for the purposes of the test? As if the Gloomhaunt has a new Strength?
-------- > I’d use the higher SB for the inflicted damage. It really doesn’t apply to the opposed test.
Normally Grapple victims get twice their Armour Protection against Grapple Damage. Whether this counts against the Gloomhaunt's 1d10+2R head-munching Grapple attack is unclear.
- Does it?
-------- > It doesn’t say it doesn’t, so it should.
In reference to the Verminspeaker Advance, the beast it can control cannot' have more than 19 hit points.
- Okay, does that mean that the beast cannot be large, more healthy, or if the beast is reduced to 18 wounds because of combat injury, can it be controlled because it is too exhausted to resist?
- If a creatures has more than one quality which one really counts? Because if you look closely some demon and xenos have also the beast quality. I find it very weird to control a deamon because of his beast quality.
---------- > I’d say no daemons, yes on xenos. Like it says, GM may impose other limitations.
- Does the verminspeaker need to see the creatures he control?
------- > No, but again GM can impose limitations as needed.
If no than it can control the skin stalker (beast option)?
- If yes, his first power gives him the possibility to establish a link with any creatures and he doesn't need to see it. So, he can see by the eyes of a creatures and then he can see the position of a creature and can then use his "domination power" no?
I'm just going over the Creatures book, and came across the Genestealer's skill set. He's got UnAgX2 for an Ag Bonus of 12, fair enough. But, it also has Lightning Reflexes, where he doubles his Ag bonus for rolling Initiative.
- Does this mean he doubles his Ag Bonus on 6 to 12 and then adds a D10 for Initiative, or does he take his Ag Bonus of 6, double it to 12 from UnAgX2, and then double it again to 24 for Lightning Reflexes before rolling the d10?
--------- > Use the rules (as example, on p333 of core rulebook) for multiplying a multiple.
If you've been following closely you can tell that we've now reached the end of the archive questions for the rule supplements that I've read. I am continuing this endeavor, cut it will be a while before you see new rules questions. This is because of a couple of reasons.
1. I am reading the Dark Heresy novels and compiling described information from them about the Calixis, there aren't any questions concerning them as FFG had nothing to do with them, and I can't ask Sandy Mitchell about them as I've no way to contact them other than the ways I've tried and they have not been responsive. This should take another week or so to finish up.
After the novels I have a couple other pieces of literature I am grabbing information from as well, not nearly as long in length, but it'll still be about another week or so after I finish the novels off.
2. I have not read Tattered Fates (in the way that I am reading and compiling information about the books) yet, so that will take time as well, I don't know how long, a few weeks if I go slow, if I get a lot of free time I can get through it in a short amount of time.
3. After I do finish reading Tattered Fates I have to pick 10 questions to have answered still, there are no archive questions about it, so it frees up questions concerning only what I come up with.
In the meantime I'll be sending the unanswered archive questions to the producer I've been communicating with, and if they feel like answering a few here and there I'll post them up in the interim, until then I'll be seeing you.
It's not usual (as in it's not seen in any background) - probably for the same reason that a tech-priest becoming an inquisitor isn't normally 'done' - because such an individual has what's seen as permanently divided loyalties between the ordos and the Mechanicus (or in this case, their home chapter).
In the case of a Mechanicus tech-priest, this is more important than normal because of literally 'hard-wired' loyalties, but the fanatical devotion to a chapter - complete with hypnoconditioning that's essentially intensive brainwashing is probably pretty much equivalent.
More likely would be to have a marine given (limited) Inquisitorial authority whilst on a given mission (that's pretty much what a chamber militant Watch Captain does, as he's almost by definition about the Inquisition's business).
That said, there are exceptions to almost every rule in 40k, and if an ordo says "this marine is an inquisitor because reasons" then, I guess, the galaxy at large can just have to deal with it. A good backstory to explain it should be needed, though.
Mechanically......hm.
The big problem is that an Inquisitor is a 13,000 XP character. Which is, nominally, the same as a starting deathwatch marine. Giving the marine the benefits of the Inquisitor ascended character type as well as the marine's own benefits is double-stacking bonuses without paying any extra XP for it, which makes them distinctly 'better' than other characters in the kill team because they get an Influence score, Indomitable Will of the Inquisiton, The Psyker's Gift (if you want), but none of those are 'priced'.
If you want something you can more easily balance, potentially look at the DH2.0 Inquisitor Elite Advance - that costs a listed XP price, and comes with a table of further options, all of which have a listed XP cost.
Class: Pistol (SP) http://farm8.staticflickr.com/7313/8728584725_01c2904a47_z.jpg http://cdn.lightsnholsters.com/media/catalog/product/cache/1/small_image/135x/9df78eab33525d08d6e5fb8d27136e95/G/A/GAL-KK_8.jpg The Thunderrose is an odd mix of the a heavy revolver and a undermounted special GL. It was designed to serve as a weapon on the Battlecruiser Razor Galactica for Rogue Trader Glenn Moore for his armsmen by Kavan Munitions. Still it finds it way into the hands of other people. As a result of the naval service it was designed to also use the fragmenting ammo at the cost 40 throne per 20 rounds and it is Rare, when loaded with this ammo gains Primative and Tearing traits.. If need be this weapon can be used as club in melee if you have too (d10-2+SB). It comes with a Built in Red Dot Sight and a holster. Class: Pistol (Solid Projectile) Pistol (GL) Range: 35m Range: 25m ROF: S/--/-- ROF: S/--/-- Damage:1d10+4 I Damage: determined by the grenade fired Penetration: 2 Penetration: determined by the grenade fired Clip: 6 Clip: 1 Rld: Full Rld: Full Special: --- Special: determined by the grenade fired Weight: 4 kg Price: 500 Availability: Very Rare GL Rounds Dam Pen Special WT Cost All are Very Rare Frag 3d5 X --- Blast (3) .1kg 25 AP 3d5 X 6 Blast (1) .1kg 50 Flechette 1d10+5 I 2 Scatter .1kg 25 Flare d5 --- --- .1kg 20
Class: Pistol (SP) http://imageshack.us/photo/my-images/692/50bmg.jpg/sr=1 The Pocket Puncher is a 3 shot snub nose revolver. If you thought the Kracker was bad the shot from one of these doesn’t knockdown your target, the noise and muzzle flash will drive them for cover. This is the handcannon for you if your planning on punching heavy armor, as it fires a Heavy Stubber round. Give the weapon’s ferocious recoil, it means that you need a strength bonus of 5+ to fire one handed, otherwise has a -10 to BS to hit. .If you attempt to fire rounds faster then every other round take an additional -20 to BD to hit.
Class: Pistol (Solid Projectile) Range: 20m ROF: S/--/-- Damage:1d10+3 I Penetration: 3 Clip: 3 Rld: 2 Full Special: Inaccurate Weight: 3.75 kg Price: 200 Availability: Very Rare
Kavan Munitions Maker of weapons that make you go huh.
Kavan Munitions “Deathstalker” Pistol
http://2.bp.blogspot.com/-38PRcgTiwTc/TdEslVzwnWI/AAAAAAAAABQ/i6sESX5UPMQ/s1600/knife%252520gun.jpg
The Deathstalker is an odd mix of the a revolver and a monoedge fighting blade. The gun not the most accurate, given no sights and no way to mount any. And when used as a fighting blade, the gun part unbalance it. Still it finds it way into the hands of people, including some naval hands. As a result of the naval service it was designed to also use the fragmenting ammo at the cost 40 throne per 20 rounds and it is Rare, when loaded with this ammo gains Primative and Tearing traits.
Class: Pistol (Solid Projectile) Range: 25m ROF: S/--/-- Damage:1d10+2 I Penetration: -- Clip: 6 Rld: Full Special: Inaccurate Weight: 3.75 kg Price: 120 Availability: Rare as a Fighting Blade Class: Melee Damage:1d5+1 R Penetration: 2 Special: Mono, Unbalanced.
Kavan Munitions “Kracker” Shotgun Pistol
http://www.hagelgeweren-verzameling.nl/album/images/5-6.jpg
Kracker is one of the scariest weapons ever put into a pistol form. It fires standard shotgun shells out of it short barrel and 8 shot revolving cylinder. If the shot from one of these doesn’t knockdown your target, the noise and muzzle flash still may drive them for cover. Yet this weapon’s ferocious recoil, and poorly weight unblanced design, means that you need a strength bonus of 4+ to fire one handed. Now there is the Kracker 2, that adds a forward pistol grip who stats are in quotes where they change.
Class: Pistol (Solid Projectile) Range: 15m (8m) ROF: S/--/-- Damage:1d10+3 I Penetration: -- Clip: 8 Rld: Full Special: Inaccurate, Scatter (Scatter) Weight: 3.75 kg (4.25kg) Price: 70 (100) Availability: Rare