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  1. So, our Kill Team has been very tactically poor forever, but it has reached the point where my character has had enough. He is going to take defensive preparations into his own hands from this point onward, and once a sound defensive position is established, then and only then proceed with his technosorcery. This naturally leads to a few questions: How long should it reasonably take to create cover (barricades etc), and what is a fair value for that cover? I know it depends on the environment. Still- assuming you're in a ship or building, and there is no tables or other cover around, so you're literally tearing bulkheads or walls out and repurposing them. Let's say too that you are in a rocky or earthen environment, and you need to dig out trenches or embankments. What are reasonable time tables for that? Next, the Techmarine ability to improve cover. It's a full action, it increases cover by an amount equal to his int bonus. There does not appear to be a limit to the number of pieces of cover it can be applied to. Nor does there appear to be a limit to how long it lasts. The thing that is not clear, though, is if it can be used repeatedly. Not stacking on top of itself, of course- I'm not saying that a Techmarine can spend 4 actions to add 4x his Int bonus to a piece of cover. However, when the cover is hit, and degraded, can it be used subsequently to bump the value of the cover back up? Finally, the evaluate skill. If used once, let's say someone gets 1 degree of success. Can they later use it again in the same piece of cover, and get a greater number of degrees of success? If so, how would that work in relation to cover having degraded in the meantime?
  2. Agreed. Charcarodons provide, from a mechanical standpoint, a good (but not great) option for Librarians, especially ones focused on melee combat above all else, or provide a decent option for any other melee specialists amongst a slew of existing great options. From a fluff standpoint, they overlap tremendously with the other melee berserker types, including the Blood Angels, Flesh Tearers, and others. We already have enough melee savage berserker types, they don't really bring much new to the table. Also, though not a defining concern, the crippling impact of level 3 of their Primarch's curse is amongst the worst of any Chapter. Contrast this to the Raptors, the Chapter immediately before them, which provides unique and meaningful mechanical benefits, and from a fluff standpoint introduces these pragmatic fatalists that perfectly suit the grimdark of the setting. Not saying there is anything wrong with Space Sharks, at all, the fundamental concept of Space Marines emulating the traits of Sharks is cool enough, and anyone who enjoyed Street Sharks (and really, how could you not?) Has to give them at least a bit of respect. I'm just saying they could have been handled better. I was not familiar with them before this book, but the idea of portraying them as cold blooded tacticians as Misha describes sounds way more interesting to me than yet another berserker.
  3. But in this case, there is a clear and definite answer to that question. Why should you not kill the Alien? - Because resources spent killing Tau are resources *not* spent killing Tyrannids, and while the Tau inflict damage on the psyche and mental indoctrination of the worlds they inhabit that may take generations to undo, the Tyrannids remove all hope of ever deriving value from that world in the future. - Because by not killing the Tau, you effectively limit the mobility of those in the Acheros salient. By leaving a force inhabiting those worlds which will actively seek to defend them, you prevent having to defend those worlds as well as all other claimed territory, which makes it harder for your opponents in the Acheros salient to stretch your resources thin and then strike at your vulnerable points. - Because there are enemies out there in the outer reaches, and by having at least one force at least partially between you and them, you increase the number of enemies that they face, and potentially buy yourself time to deal with your existing enemies before having to engage them fully. - Because the number of fronts in your war must be reduced to increase your odds of victory, and the Tau, unlike the Tyranids or the forces of Chaos, are actually open to such an agreement. They are the only force present in the Reach from which the above benefits can be gleaned. - Finally, because they will still be there to kill later. Since their goal is colonization, if your goal is the extermination of all Xenos, not killing them today does not deprive you of the opportunity to kill them later. Like the Dread Pirate Roberts, there is always tomorrow in which to kill them. And who knows? The accord may be much longer lasting, and the day you get around to killing them, far further in the future than we anticipate. Sure, they are filthy Xenos, but as previously mentioned, they are the only Xenos force that would actually be potentially open to such accords, and the Grimdark universe is an ultra hostile one where absolutely everyone is trying to kill you. Having one fewer enemy and one more ally (that is to say, one ally), no matter how nebulous or untrustworthy they may be, would be an inconceivably large improvement in the overall galactic situation for humans. The Tau certainly aren't going to find any allies, partners, non aggression pacts, whatever you may ascribe to it, amongst the Orks, Necrons, Tyranids, or Eldar. We're kinda their only option, too. To be heretically honest, too, if their culture did infuse itself into parts of the Imperium along the way, that wouldn't be the worst fate that could befall mankind. They're kinda also fighting themselves, and if they could be taught a little bit less "survival at all costs" (feeding into chaos) and a bit more "the greater good", well, that might be a victory in and of itself.
  4. 1) Yeah, it's the whole warp weapons trait. It's actually in the description of power fields in the DW core rulebook, "Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect." 2) How much damage would it have to do to destroy it? Sure, they may not be more durable, but since a meltabomb deals a set amount of damage, and things like walls and bunker doors have structure points to determine if it's destroyed or not, whereas weapons do not, though in any given game a GM may say "yes, that works" it is something that requires GM discretion, just like a distinction or vortex grenades. If that's the only point of GM discretion fine, I've certainly always given myself one to work with, but I think you can do without. Also, see 1. 3) True enough, but dipole maglocks allow you to secure your own weapons (or you could enter unarmed since you're intending to disarm) and replacing the storm shield with a combat shield would allow you to grab em both. Though the loss in protection would certainly hurt, because the whip hurts *so* much less than the Axe, I suspect (though do not have confirmed at this time) that you could afford it and still survive. 4) That actually certainly does help. Additional ways I also saw to increase WS: Can have Corvus Armour w/ Hero's spirit (+15 WS, not a bonus to tests, so stacks regardless) and Gauntlets of Xirion (+10, also to WS itself), Hatred (+10 bonus to tests) and Slayer of Daemons (+10 bonus to tests), Frenzy (+10 to WS itself, it's fine as long as you also have a way to pick up Battle Rage so you can still parry), the Blood Drinker special ability (requires being able to near guaranteed pass a WP test in exchange for +10 to WS itself. Note that if WP is 70, it's only a 9% chance of failure after incorporating fate points, which seems a-ok to me), the deed Toe to Toe (+10 to WS itself against master level opponents). So, if you're a Blood Drinker (who can thus max at 75 WS base), successfully use your special ability, and have all of the above, you can test against 150 WS. Trigger demeanour for bonus successes, and suddenly you're 50+ ahead of him, and your chance of failure is likely within acceptable range (when accounting for fate points, actually requires a fair amount of crunching, so I haven't done that yet) 5) It's only 1d10+25 pen 19. Assuming you don't have any way to reduce more than 19 (it's not felling, so you really should be able to top that with armour and toughness), it's still only 32 damage. You should be able to take that, it's just a matter of taking everything else as well. 6) Absolutely! I'd love to see the math on it. Bonus point: Aiming also does not apply, sadly, as it specifies an attack, and the disarm action does not specify as having the attack subtype.
  5. My own recommendations for taking care of the reach: 1) Make peace with Tau (or at most non-aggression pact) which trades removing all hostile forces in the area for a cessation of their direct expansion. I believe they would be up for it, and it frees up resources better used elsewhere. 2) Redirect all resources freed up from the battle with the Tau, as well as all new resources coming in, into the Tyranids. Stop their advances, and wipe them clean from the area of space. Losses will occur, heavy losses, in the Acheros salient as it is deprived of support. Have them do their best, and perform a fighting withdrawal as they go, retreating towards the iron collar. 3) Once the Tyranids are defeated, utilize all available resources to reclaim the Acheros salient. By now, there are almost certainly new enemies in play. Engage with them only as much as is necessary to achieve the end of purging the Acheros salient completely. 4) Cleanse any remaining enemies, such as the Necrons, Eldar, or Orks, which arose during your previous campaigns. 5) Rinse and repeat, as we all know peace will not last in the conquered areas. 6) Betray the Tau and return in force, wiping them out. It's all about reducing the number of fronts, and as the Tau front can be eliminated without military action, and with nothing more than words and common sense, that *has* to be the first one to go. After that, all efforts are on the Tyranids, because they eliminate all value from worlds they claim. There is definitely a chance the Tyranids, even with the efforts of two salients worth of resources and whatever reinforcements you can muster, won't be defeated, or won't be defeated in time, and the enemies in the Acheros salient will prove victorious entirely. That is a risk that must be taken, though, as this must be reduced from a 3 front to a one front war to have any realistic chance at victory, especially within the kind of time necessary to deal with other impending threats. Not a perfect plan or a risk free one, but that would be mine. Unfortunately, that is the kind of decision that would need to be made by the military commanders of the salient, and could not be done by a kill team.
  6. The Assault Marine (a.k.a. the Beatdown) The Assault Marine and the Bloodthirster screamed towards each other, the one carried by wings fueled with dark chaos energies, the other carried by wings of flame. Within moments, they collided. The Bloodthirster struck first, but found the mighty swings of his axe deflected by his opponent’s tiny shield, and the cracks of his whip always sailed through empty air. His cunning mind was already preparing for a killing blow, yet though he easily picked off the first attack coming at him, he found his opponent’s counter attacks unrelenting. He felt mighty blows hammer in, and before he knew it, he found himself falling, inexplicably landing on the hard ground below. Not sure what had happened, the Bloodthirster rose to his feet and advanced towards his opponent, yet before he had fully crossed the distance, the Space Marine charged once more, and the Bloodthirster was once again overwhelmed by the furious rain of blows coming in. He felt the hammer blows raining down once more, and found his massive legs once more failing him as he was forced to the ground. This time he watched as the Assault Marine, as quick as a hunting cat, retreated away to what he presumably thought was a safe distance. The Assault Marine must surely have underestimated the range of his mighty whip, for even while still on the ground, he was within range. Growling with frustration, the Bloodthirster lashed out, but once again found his whip impacting the ground to the side of his opponent as the Space Marine dodged aside with almost unnerving ease. Feeling uneasy, the Bloodthirster rose to his feet once more. Almost before he had finished rising, the Assault Marine was on him once again. And once again, the Bloodthirster was unable to defend against the relentless assault, and found himself on his back and staring at the sky. He knew that he could not survive like this. Whomever or whatever this Space Marine was, he was not something the Bloodthirster would choose to fight at this time. As quickly as he could, he rose to his feet and took to the sky, seeking to leave the Assault Marine behind. Yet only a moment after he had taken to the air, he felt the presence behind him, and whirled around to see the Assault Marine blaze in, far too fast to escape without being able to build up to full speed, and possibly not even then. Once again he felt wounds erupting across his body from the tremendous, impossibly strong blows from this creature, and once again he found himself on his back against the broken ground, only able to stare at the sky in longing. What creature was this? Its blood red armour and markings identified it as a Blood Angel, and normally he would enjoy taunting his opponent into a fury over the death of his primarch, watching him frenzy, and then killing him in the throes of his anger and battle, offering him as a suitable sacrifice to the Blood God. Yet this one was far too calm, far too collected for that, and in his despair and near delirium, the Bloodthirster saw him instead as an Angel of the Blood God, an emissary of Khorne come to test him, for surely there was no other explanation for this. If that was the case, he was going to fail. The Bloodthirster knew this, as surely as he knew anything, and for the first time in his millennia of existence, the Bloodthirster felt hopelessness. He readied himself for the onslaught he knew would come, and when as predicted the Blood Angel charged forth once again, he attacked with everything he had. As predicted, every blow of the axe was cast aside by that infernal shield, and every strike of the whip found nothing but air. Also as predicted, the return attacks were unrelenting, and the Bloodthirster knew his end was near. Struggling to his feet, his breath ragged, the Bloodthirster faced his opponent, who had yet to even receive a scratch. His rage bubbling over, he bellowed out “Who are you?!?” As the Assault Marine charged in once more, the only answer was the blow of a hammer, and then there was nothingness. Blood Angel Assault Marine (Wings of Angels) WS 70 (3200) BS – Str 70 (3200) T – Agi 70 (3200) Int – Per – WP – Fel – Acrobatics +20 (1000); Dodge +20 (1400); Pilot (Personal) +20 (1000) Slayer of Daemons (1000); Swift Attack (0); Lightning Attack (600); Preternatural Speed (1000); Wall of Steel (700); Step Aside (800); Assassin Strike (500); Sprint (600); Crushing Blow (600); Signature Wargear (Hero): Master Crafted Thunder Hammer (1500) Armour History: Any Cybernetics: None Master Crafted Thunder Hammer (0); Storm Shield (35); Mk VI ‘Corvus’ Power Armour (0) Totals: Spent XP: 20,300; Requisition: 35; Distinctions Used: 0; Cybernetics Used: 0; Advanced Specializations Used: 0 The Assault Marine charges towards the Bloodthirster. One round before the Assault Marine reaches the Bloodthirster, he activates Feat of Strength. It does not matter if the Bloodthirster gets the charge, as with a Storm Shield parrying two attacks (testing against WS 70 + 10 (Slayer of Daemons) + 15 (Balanced) = 95% chance of success, can reroll failures with fate points as normal) and dodging the third (testing against Agi 70 + 10 (Corvus Armour) + 20 (Dodge) = 95% chance of success, reroll failures with fate points), not to mention the attacks that get absorbed by the Storm Shield, the Bloodthirster cannot hit him with regular attacks. On his turn, the Assault Marine charges the Bloodthirster, using Lightning Attack to gain 3 attacks. Each has a 95% chance of hitting (rerolling failures of course, base WS 70 + 10 Master Crafted + 10 Slayer of Daemons + 10 Charge), and though the Bloodthirster is virtually guaranteed to parry one of them, the other two attacks come in unopposed. They deal 2d10 + 5 (Weapon Damage) + 28 (Unnatural Str of 70 x4 from Feat of Strength) + 2 (Str bonus from Power Armour) + 2 (slayer of Daemons) + 2 (Crushing Blow) + 2 (Master Crafted) = 2d10 + 41 damage pen 9. As the Bloodthirster has a base damage reduction of 31, that leaves the total incoming damage at 2d10+19. That means there is a 100% chance of doing 21 or more damage. As a result, every successful hit will knock the Bloodthirster down due to the concussive effect. The Bloodthirster is of course immune to the stunning effect. The Blood Angel uses Assassin Strike at the conclusion of his attacks to withdraw, moving between 2 and 9 meters away (the distance doesn’t actually matter). Since the Bloodthirster begins every round knocked down, he must either spend a half action to rise, or remain prone to perform a full action. He can choose to use swift attack with his whip (which has a 10m range), to enter a defensive stance while prone, to rise and move as a half action (either towards the assault marine or away, on the ground or flying, it doesn’t matter), to delay an action to attack when the Assault Marine comes into range (since he has preternatural speed, he would then be able to use lightning attack with his axe and whip, as it would only be a half action to do so), or can even delay an action to attempt to initiate a grapple. As none of those things deny reactions, none of them hit the Assault Marine. Since he cannot spend a full round action to use All Out Attack, as at no point does the Blood Angel begin adjacent to him, he cannot use Supreme Warrior. This leaves him with no effective way to damage the Assault Marine. Since he only has a half action to move should he choose to rise, the Bloodthirster cannot hope to get far enough away to avoid the Blood Angel charging him each turn. As a result, there is no chance of escape either. Effectively, nothing the Bloodthirster does or does not do actually matters, he has no hope of victory and no hope of escape, and can only count the rounds until he is killed, or pray for exceptional luck beyond all reason to save him. As there is only a .1% chance that the Blood Angel will fail to dodge or parry twice, and then also have the Storm Shield fail to protect him, that prayer is almost certainly futile as well. On the offensive side, the Assault Marine only actually needs to use a fate point if more than one attack misses, which is only .2% of the time. As a result, the battle could go the full 16 rounds the Space Marine has available from feat of strength if necessary, and he would likely still be around at the end of that time frame. However, such drastic lengths of time are by no means necessary. As each attack does on average 31.2 points of damage, it takes 7 attacks to slay the Bloodthirster. As a result, it takes on average 4 rounds of melee combat to slay the Bloodthirster. Note that for this particular Space Marine, the rules of the engagement don’t matter. As long as he does not begin already adjacent to the Bloodthirster, he could start at any distance from 2m to 2000m, with any terrain of your choosing, and as long as the Bloodthirster does not flee before ever engaging him in combat, he would come out victorious. Even in that event, thanks to using the Sprint talent every other round, he gains an average of 21m per round on the Bloodthirster, even without using his jump pack (68m per round using the jump pack). This Assault Marine can take on any creature, in any environment, under any circumstances, and only needs Scourge of Heretics and Hunter of Aliens (another 2000XP) to make him a complete combat master. The only thing he will struggle against is a horde of ranged combatants (unable to dodge their attacks), but even still- I believe a Blood Angel Assault Marine is the strongest non-librarian one on one combatant possible.
  7. In terms of stealing the Axe, I thought of that, but here's the trouble- he has 99 base WS, 109 when frenzying (why wouldn't he?), so as a result, with your proposed build, he actually has a higher WS than you. You also can't all out attack with disarm (the disarm action is its own full round action). Even if you include Hatred to get the additional +10 (no reason not to), and switch the Hero's spirit to WS and Krak Grenades for a sword (which I personally like better, because how many MC sanctified grenades do they have?) you still only beat his WS by 1, and remember, he also has fate points. Having only a 51% chance of success is a little hairy there. Once you get the Axe, the only mechanically supported way to destroy it is with a Relic Blade. There are no rules for damaging objects or weapons that I am aware of, or how many points of structure they have, beyond power fields (which this is immune to), and Relic Blades (which this is not). You can just bang it and a relic blade together until the Axe is destroyed, but as that is only a 25% chance, it requires 3 hits before it is statistically likely to be destroyed (58%), and 5 hits before you get to a 75% chance of success. That is a round or two of lightning attacks against it. Also keep in mind that with Supreme Warrior and Hammer Blow working in conjunction, a blow from that whip is going to deal 1d10+21 pen 19, which is survivable, but hurts badly, and even after you have him disarmed he can still dish out unarmed attacks that deal 1d10+21 damage pen 11, and that with Thunder Charge, he gets an extra unarmed attack on a charge, albeit one that is only 1d10+21 pen 0. Not saying it can't be done, just saying that I would love to see the math which shows this course of action as one which you can survive. One thing I will point out is that as he does not have disarm, and his weapon is not listed as a two handed one, you could always just hang onto the thing, and short of two rounds of grappling (which you should be able to avoid / get out of anyway) he has no mechanically supported way of actually getting the Axe back once you have it, so destroying it isn't necessarily needed. In fact, I would go so far as to point out that there is nothing that mechanically prevents you from using it against him, and after all, a 3d10 pen 20 (when razor sharp triggers) felling weapon seems like a winner to me. Get your WS high enough to disarm consistently, and you can just disarm the Axe, disarm the whip, and attack him with his own weapons, which would be awesome. But to do that, you need a *lot* higher WS, and proof you can survive the unarmed attack and at minimum 1 Supreme Warrior attack with a whip, plus 3 more unarmed attacks using supreme warrior and hammer blow.
  8. The Techmarine: The Bloodthirster gazed across the rocky expanse, and saw the Techmarine staring back. The Techmarine bellowed forth a challenge, pointing out towards the Bloodthirster with his blade, and making a beckoning gesture. The Bloodthirster scoffed, unimpressed by such antics and in no way at all compelled to obey or engage the impudent whelp in combat. Still, there it sat like a bug on a rock, wielding no ranged weapons except perhaps those odd protrusions on its back which resembled strange additional limbs, enhancing the insectile appearance. And the challenge still echoed, annoying the Bloodthirster. Who exactly did he think he was, that he thought himself able to successfully engage in single combat against the Bloodthirster, master of a thousand campaigns, destroyer of worlds, terror of all whom dared to face him? So, with lazy beats of his wings, the Bloodthirster advanced. The Techmarine made no motion to move from that spot, neither to flee or to advance. It made the Bloodthirster unusually nervous, and he gazed around, looking for the ambush, or artillery emplacements, or explosives, or whatever other surprise this creature had in store. Yet nothing came, and so still onwards went the Bloodthirster, closing the distance unopposed. Once he had reached the Techmarine, the Bloodthirster charged, and with a burst of preternatural speed, sought to end this engagement with a single flurry of motion. The Techmarine’s shield rose, and with practiced ease, deflected every one of the Bloodthirster’s mighty blows. The Techmarine followed up his stalwart defense with a lone, measured thrust, which the Bloodthirster easily parried. At this point the Bloodthirster studied the Techmarine, not in any way concerned, but more with the curiosity and mild respect that one gives a beetle that refuses to be ground under the heel of your boot, before grabbing the rock with which to smash it. He went through one more attack routine, and watched it play out in an identical fashion, with another series of blocked blows and the lone, unimpressive attack. Feeling somewhat bored and disappointed, the Bloodthirster called upon his millennia of combat expertise, and with a single, weighty attack, smashed forth a blow that could not possibly be blocked. The tremendous attack smashed the shield aside and blew through the armour as though it was not even there, cutting deeply into the Techmarine’s chest. His blade sang with joy as it tasted the blood of his foe, and he could not help but smile, knowing that this ‘engagement’, if one could even call it that, was at an end. He watched with satisfaction as the pathetic Techmarine’s blade fell from his hand. He watched with curiosity as that same hand grabbed an object from the Techmarine’s side, and with a snap, tossed it forward. He watched with alarm as the grenade landed under him. He tried to wrench his massive weapon free, to move, to depart this area immediately, yet even as he did so he knew it was impossible- the blade was stuck, he was flat footed, and by smashing into this loathsome insect, he had left himself open to this counter attack. All he could do is watch with horror as the grenade exploded, revealing its nature, in the form of a sucking portal leading to the warp itself. He cried out in rage as he was sucked back in, knowing that it could be centuries before he once again walked on this mortal plane and shepherded his armies into glorious battle, and that his master’s wrath at his defeat would not be easily satiated. The Storm Warden fell back upon his haunches, tearing off his helmet and breathing in great rasping breaths of air. He stared at the empty space in front of him that had moments ago housed the Bloodthirster, and smiled in satisfaction. His wounds were severe, but already he felt his enhanced physiology clotting wounds and stemming the flow of vital life blood. He would need extensive care, but he would live. “Perhaps someday we will fight again, and I shall find the limits of my ability in the moment of death during glorious combat. Not today.” The Techmarine: WS 70 (5000) BS 50 (0) Str – T – Agi – Int – Per – WP – Fel – Sound Constitution x17 (16000); Stalwart Defense (800) Forge Master (2000) Cybernetics: None Astartes Storm Shield (35), Sacris Claymore (0), Vortex Grenade (GM Discretion) Totals: Spent XP: 23,800; Requisition: 35; Distinctions Used: None; Cybernetics: None; Advanced Specializations Used: None; GM Discretion Wargear used: 1 At the beginning of the engagement, the Storm Warden uses the Thunder’s Call solo mode ability. He then enacts Stalwart Defense, and then waits. Once the Bloodthirster engages him in melee, every attack is parried (base 70 +10 (Thunder’s Call) +15 (Defensive) = 95% chance to parry, and due to Thunder’s Call, any failures are able to be rerolled). On his turns, he attacks, which is completely ineffectual. When the Bloodthirster grows tired of this, he uses Supreme Warrior, in conjunction with Hammer Blow, to make an unblockable attack. This attack deals 3d10+21 damage (average 39.3 damage), is guaranteed to trigger Razor Sharp, and thus has a pen of 31, while completely ignoring armour (thanks to Warp Weapons) and Unnatural Toughness (thanks to Felling), effectively completely bypassing all defensive measures entirely. Thanks to his 40 Wounds (21 base with average roll for starting wounds, 2 from Storm Warden, 17 from advances), the Storm Warden survives the blow. In fact, due to the two damage reduction from Stalwart Defense, the Protection Rating of the Storm Shield, and the fact that no effect on the crit chart would prevent action on the next turn (as long as a fate point is used to immediately negate the effect of stunning) before crit 7 on the head chart and crit 9 on every other chart, not only does he survive a statistically average damage roll, but the Bloodthirster only has a 1.02% chance of dealing enough damage to slay or incapacitate the marine during this attack. Using All Out Attack precludes the use of Reactions until the Bloodthirster’s next round, so he is unable to dodge or parry during the Storm Warden’s next round. Taking advantage of this weakness, the Techmarine takes a half action to move away, and a half action to throw a Vortex Grenade under the Bloodthirster. The Bloodthirster does get a free standard attack in return, but between the all out attack and the standard attack here, there is an 80% chance that one of them is blocked by the Storm Shield. That's fine enough odds for any Space Marine, and doesn't take into account the hotly debated topic of whether or not the Techmarine would be allowed to parry, if needed, as no reactions have been used this round. The specific ‘footprint’ of the Bloodthirster is not called out, so it is not known by exactly what margin the Techmarine can ‘miss’ and have the grenade scatter, while still hitting the Bloodthirster. As a result, I cannot provide hard and fast metrics for the probability of also hitting the Techmarine, or what the desired ‘target point’ would be. In addition, the same debate would appy to whether or not the Techmarine would be allowed to dodge the Vortex grenade, should it hit him. However, the Bloodthirster is virtually impossible to miss (size + point blank range, and the 1 fate point the Storm Warden has remaining put the chance of success at over 98%), so regardless of whether or not the Storm Warden is lost, the Bloodthirster is certainly defeated. At this point I would like to point out that the Techmarine could certainly try tanking more. By using cybernetics, being an Imperial Fist and using Indomitable Defense to gain enough stacks of Unnatural Toughness for it to actually matter, being a Black Templar and thus negating the effects of Warp Weapons, being a Dark Angel and gaining temporary wounds, taking levels of the Flesh is Weak, using Armour Monger, a Machinator Array, and more, you certainly can get to where you have more than 3 wounds left on average after the initial attack. However, it is outright impossible, to the best of my ability to discern, to get enough ability to soak damage and enough wounds to survive two such attacks, regardless of how much you try. As there is no items that provide a protection rating of 75%, which is what is required to have on average only 1 of the 4 attacks come through, no one can stand toe to toe against a Bloodthirster and live, if he is given enough time to utilize Supreme Warrior to its fullest*. You might think of sundering his weapons with a Relic Blade, but at only a 25% chance, there is a less than 50% chance (only 44%) that it would occur during the initial two hits from the charge, which is simply inadequate, and after those initial points of contact, there is no reason why the Bloodthirster wouldn’t simply switch to Supreme Warrior and Hammer Blow. With that in mind, there is no way, without multiple attack options, to slay the Bloodthirster in the time required. So, in a way, this is a pyrrhic victory, as the Techmarine is possibly dead, and he was victorious because he had enough tank to survive *a* hit, not because he had what it took to hold out over the long haul. You’ve gotta hand it to FFG, as much as I’ve successfully slain the Bloodthirster with every class, using tactics ranging from overwatch to melee combat to psychic powers to sustained lascannon barrages to terminator armour and finally vortex grenades, the Bloodthirster is really grossly powerful, and having one means that even the best prepared teams are likely to lose between 2 and 4 members if they allow Supreme Warrior to be used, which requires only a round of melee combat to occur. Indeed, there is only one setup I can think of for anyone not a Librarian to successfully survive in protracted melee combat. Since I went this way, and since I did reuse the Storm Warden chapter (more for thematic effect than because it was an optimal choice, and besides, I had used Black Templars, Iron Fists, and Dark Angels, which are the more mechanically superior choices already as well), I’ll redo the Assault Marine yet again to make it focused on outright Melee Superiority rather than Alpha Strike potential. I should have that tomorrow. In the meantime, I hope you enjoyed!
  9. Welcome to the forums! Just so you know, you only need to ask a question in one place, and it will get answered, and for that question, this is the correct place to ask it. Herichimo is spot on, and I can only expand on that answer, by pasting the same one I gave in the house rules forum. The attack can get wiped out by a protection rating, such as that from a storm shield. There is also the possibility it will do no damage, or that someone else will throw themselves in front of the attack and take the hit instead (such as someone using the Marines Errant defensive mode ability), though someone doing so would still be unable to dodge or parry. What you *can* do is burn a fate point to survive if the attack would otherwise kill you. That's about the only way that a fate point would come into the equation. Note that with fate points, you can *only* perform the actions detailed on page 204 of the main rulebook, unless something specifically allows you to do other things with it, such as is the case with Killing Strike, or advanced specializations (such as black shield), or if the GM specifically allows you to do so. Those things, for completion's sake, are below: - Reroll a failed *test*. Note that this is exclusively for tests, which are when you are rolling against a characteristic. You cannot reroll protection rating effects, or psychic phenomena, or the number of insanity points gained when gaining 1d5 insanity points, or damage, or anything else. Unless it's a d100 roll which is being compared to a characteristic, you can't reroll it. - Gain a +10 bonus to a test (chosen before the dice are rolled), or a bonus degree of success on a test (chosen after the dice are rolled). Note that the same limitations as above apply, and that the bonus degree of success only applies if there was success in the first place. - Count as having rolled a 10 for initiative. - Remove 1d10 damage (this cannot affect critical damage, so if you have a player in crit damage, they cannot use fate points to heal. Note that a character in crit damage also is only healed 1 point by first aid, and after healing that one point, they are ineligible for further healing (due to treated wounds rules, see the errata). So, if a player has more than 1 point of crit damage, they are unable to be taken out of crit range through any effects until after the completion of the mission, and the use of extended care. - Instantly recover from being stunned - Enter Squad Mode without a cohesion test - Gain +1 rank for the purposes of a solo mode ability (such as one with a duration or effect based on rank, or which improves at a certain rank). - Remove 1 level of Fatigue. That's it! If it's not on that list, it can't be done, barring special abilities or GM fiat.
  10. it can also get wiped out by a protection rating, such as that from a storm shield. There is also the possibility it will do no damage, or that someone else will throw themselves in front of the attack and take the hit instead (such as someone using the Marines Errant defensive mode ability), though someone doing so would still be unable to dodge or parry. What you *can* do is burn a fate point to survive if the attack would otherwise kill you. That's about the only way that a fate point would come into the equation. Note that with fate points, you can *only* perform the actions detailed on page 204 of the main rulebook, unless something specifically allows you to do other things with it, such as is the case with Killing Strike, or advanced specializations (such as black shield), or if the GM specifically allows you to do so. Those things, for completion's sake, are below: - Reroll a failed *test*. Note that this is exclusively for tests, which are when you are rolling against a characteristic. You cannot reroll protection rating effects, or psychic phenomena, or the number of insanity points gained when gaining 1d5 insanity points, or damage, or anything else. Unless it's a d100 roll which is being compared to a characteristic, you can't reroll it. - Gain a +10 bonus to a test (chosen before the dice are rolled), or a bonus degree of success on a test (chosen after the dice are rolled). Note that the same limitations as above apply, and that the bonus degree of success only applies if there was success in the first place. - Count as having rolled a 10 for initiative. - Remove 1d10 damage (this cannot affect critical damage, so if you have a player in crit damage, they cannot use fate points to heal. Note that a character in crit damage also is only healed 1 point by first aid, and after healing that one point, they are ineligible for further healing (due to treated wounds rules, see the errata). So, if a player has more than 1 point of crit damage, they are unable to be taken out of crit range through any effects until after the completion of the mission, and the use of extended care. - Instantly recover from being stunned - Enter Squad Mode without a cohesion test - Gain +1 rank for the purposes of a solo mode ability (such as one with a duration or effect based on rank, or which improves at a certain rank). - Remove 1 level of Fatigue. That's it! If it's not on that list, it can't be done, barring special abilities or GM fiat.
  11. The Deathwatch gets signature Wargear: (Hero) Weapon, for 1000 XP, the Tempest Blade gets Signature Wargear: (Hero) Weapon, for 800 XP. Both of those let you choose a piece of wargear up to 70 requisition value, and requiring up to Hero levels of renown to take. The Relic Blade is a 50 requisition weapon, requiring Hero level renown. Really, all you're doing there is adding in a talent that two other melee focused advanced specialties get, but incorporating it into the cost of the specialty (thus the additional 1000XP cost) and choosing which weapon it is for them. So in terms of balance, no issues there. Also, it's not exactly like you'll have a ton of people taking sword brother in your campaign (likely at most one), so as long as your storytelling is up to snuff, no issues in terms of the fluff aspect of it either. In terms of pushing them more towards melee, that would be exactly the point! They are already granted a Chain Sword upon taking the class (which is the most pathetic 'honor' a 1st company veteran can receive, especially compared with the Deathwing Terminators, whom gain a permanent suit of Terminator Armour), so obviously there is meant to be some melee focus. However, with the way the class is designed, there is no reason for them to ever use that chainsword. With Bolter Drill and hip shooting, combined with their specialty ammo, there is every chance that the Sword Brother would turn into yet another Storm Bolter wielding Tactical Marine, only ever taking wrathful firepower. A relic blade is the far more interesting combat choice, and would make them unique and powerful in melee combat, yet without the Preternatural Speed or Lightning Attack provided by the Assault Marine or Librarian, the 10 bonus damage dealt by that weapon (which is already significantly offset by requiring two hands) would be entirely balanced by the fewer number of attacks being put out. He wouldn't be more powerful than his brothers using melee, just different, and therefore interesting, and I don't see how that's a bad thing. Either way, it's just a recommendation, it's what I would do were I the GM in that particular situation, for a Tactical Marine, as they get very little support for melee outside of what you give them in their advanced specialization. If you look at the fluff and say 'well yeah, the Tempest Blade "deserves" powerful relic equipment and such, he's more badass and elite than a mere sword brother', that's certainly your prerogative. Personally, I look at it and think that if I were a player, who had chosen the Black Templar, crusading zealots known for their fury in hand to hand combat, I wouldn't see it that way, and would feel slighted somewhat if the GM felt I didn't "deserve" the same cool stuff that other people got. And if the GM was actually steering me into a more tactically difficult manner of combat, so that he could more effectively challenge my kill team and knock us down, well, who doesn't love a good fight?
  12. Well, the Targeter does include the functionality of a Telescopic Sight, but a Telescopic Sight eliminates the penalty for long and extreme ranges when you take a full action to aim, so aiming is still necessary anyway, and more importantly a Telescopic Sight is only applicable for a basic weapon, so (same as how a Red Dot Sight is only for pistol or basic weapons) I had been reading it that it wouldn't apply to the weapon at all. In terms of the Apothecary not getting it done, yeah, that would be an endless amount of shame. It's very possible that he would be able to get it done even without aiming, but I had designed my tables initially as I math hammered this through with the assumption he was testing against a BS of 135, because I didn't realize how hard it would be for an Apothecary to get there. Not only did I not want to have to redo and re engineer all of that to accommodate a lower BS score, but when he can score a lower number of DOS than the Bloodthirster can dodge, now suddenly it matters which attack is dodged, so it would actually be twice as hard to calculate as well. The techmarine I just need to finish some calculations and write it up, so it should come "soon" (I would imagine in the next week), and it's one that both disappointed me and made me immensely happy, so we'll see what people think of it.
  13. The Apothecary: The Black Templar finished climbing to the top of the rock, and surveyed the broken landscape around him. It took only a moment to spot the Bloodthirster, even now moving ever closer. Its lithe movements as it deftly slid from cover to cover combined with the lack of suitable reference points to belie its enormous size, yet his equipment counted down the meters between them. He felt his absolute hatred for it cresting to the surface, and longed to simply charge at it, battering it with his cannons as though they were clubs, yet though he embraced the wrath, he forced himself to channel his rage, melding it with his equipment, using the instruments of war that were part of him and surrounded him to execute his hatred and make it manifest. He had petitioned for this role. It had been argued that the Tactical Marine was a better shot, that the Devastator Marine was more suited to the use of such heavy weaponry, that the Techmarine could form a more sublime union with the relics being sent to the field (his words), and even that, should one of them miraculously survive this mission, they would undoubtedly need his services. He had silenced all objections with the force of his hatred. Though he may be an Apothecary by training, he was a Space Marine above all else, and if they were to pool their resources and send only one Marine down, equipped as best as possible, to face this beast, he would not allow it to be anyone other than himself. He smiled as the multiple target locks and acquisition sigils all lit up one by one, taking careful aim as the barrels of the Assault Cannons mounted to both arms of his Tactical Dreadnaught Armour began to spin to life, hungry for what was to come. The Bloodthirster sought to deny him a clean shot. Very well, he did not need one. With a thought, he engaged the systems fully, and watched with satisfaction as seemingly endless streaks of white hot fire coursed forward, smashing into and through the cover, blasting it to pieces even as the Bloodthirster behind bellowed with rage, utterly surprised by the devastating force of the attack. The Bloodthirster immediately turned and fled, a titanic force which readily engaged vehicles and whole companies of men, which led forces thousands strong against forces hundreds of thousand strong, unwilling to engage in single combat against a lone enemy. Likely he recognized that he could not survive another such attack, and would never close the distance. His cowardice inspired the Black Templar to new heights of rage, and it took all his tremendous willpower to resist simply firing blindly in rage at its retreating form. Yet he knew that he simply lacked the accuracy at this range to perform effectively while doing so, and having been entrusted with this wargear and this mission, he would not allow failure. Carefully aiming once more, he watched with impatience as the targeting sigils lit up before letting forth another burst of his rage. Unable to sustain its form, the Bloodthirster began to dissipate. Seeing this, the Black Templar let loose, firing heedless of his inaccuracy until his barrels were empty and the form had entirely vanished. He tried to take comfort in his victory, tried to remind himself that whole worlds, possibly whole campaigns, had been saved by the elimination of this champion while it inexplicably stood alone, yet his thoughts haunted him as he prepared for extraction. ‘I am just a man, possibly the least well suited amongst us for this task. Any of them, armed with these mighty relics, could just as easily have accomplished this task.’ Black Templar Apothecary WS 50(0) BS 70 (5000) Str – T – Agi 40 (0) Int – Per – WP – Fel – Hatred (Daemons) (500), Detestation (1500) Sword Brother (1000) Armour History: None Shall Escape the Emperor’s Wrath (+5 BS) Cybernetics: Exceptional MIU Terminator Armour (60), Mastercraft Assault Cannon x2 (120), Astartes Targeter (25), Motion Predictor x2 (40), Arcane Armoury (Felling) x2 (30) Totals: Spent XP: 8000; Requisition 275; Distinctions Used 0; Cybernetics Used 1; Advanced Specializations Used: 1 For this mission, the Sword Brother chooses the special ability Wrathful Firepower. The Apothecary spends his first turn aiming. The next turn, he uses the Multiple Attacks action to unleash with both Assault Cannons. The assault cannons are testing against a BS of 135 (Base 75, -10 (Two Weapon Fighting), -30 (Range), +20 (Full Auto Burst), +30 (Size), +20 (Aiming), +10 (Motion Predictors, +10 (MIU), +10 (Hatred) = 135). He has a 5% chance of missing, a 10% chance each of getting 4, 5, 6, 7, 8, and 9 hits, and a 35% chance of getting 10 hits. These probabilities apply to both attacks. The Bloodthirster has a 60% chance to fail to dodge entirely, and a 10% chance each of dodging 1, 2, 3, or 4 attacks. It does not matter whether he dodges the first or second attack, as the total number of hits is the same either way. Also, it’s impossible for the Bloodthirster to dodge a greater number of hits than were caused by an attack (the minimum number of hits is equal to the maximum number of hits dodged), so no worries there. The Assault Cannon deals 2d10+18 pen 6 (felling) damage. If you have an issue with using Arcane Armoury, Felling could just as readily be obtained from Master of Arms, it’s simply that I’ve used that one before and haven’t used Arcane Armoury, and I wanted to show there’s more than one way to put felling on a weapon. The first hit is 2d10+18 - 19 (armour and toughness) -12 (cover), or 2d10-13 damage. This rises with each subsequent hit, until the 13th and onwards attacks, which deal 2d10-1 damage each. After accounting for the various probabilities of the number of hits, as well as the possibility of dodging, there are the following chances of any given number of hits: 0: .35%; 1: .2%; 2: .3%; 3: .4%; 4: 1.1%; 5: 1.3%; 6: 1.85%; 7: 2.15%; 8: 3.05%; 9: 3.95; 10: 6.6%; 11: 5.8%; 12: 6.9%; 13: 7.8%; 14: 11%; 15: 10%; 16: 9.625%; 17: 8.125%; 18: 6.725%; 19: 5.425%; 20: 7.35% Each hit does the following amount of damage on average: 1st: 3.57; 2nd: 4.21; 3rd: 4.92; 4th: 5.70; 5th: 6.55; 6th: 7.44; 7th: 8.37; 8th: 9.33; 9th: 10.31; 10th: 11.30; 12th: 12.29; 12th: 13.29; 13th+: 14.29 As a result, the final average damage for one round of firing is 126.11. Since this is well over ½ the Bloodthirster’s wounds, at this point the expectation is that he would flee, but it truly does not matter, either way at the end of round 4 the Bloodthirster falls. Should the Bloodthirster be foolish enough to take to the skies, he falls in a single round of damage. Obviously you are not normally going to get 250+ requisition, including special issue weaponry and terminator armour, my main point with this was that if you throw enough requisition at it, at some point the person inside stops mattering very much. Had this been a tactical marine instead of an Apothecary, you could swap out Marksman for the motion predictors, MIU, and hatred, and Mighty Shot for Sword Brother and Detestation, but as this is an apothecary, he needs all the help he can get. Besides, the Tactical Marine doesn’t really need any of this; he has half a dozen other ways he can get it done, while with the Apothecary, unless he really digs deep, he’s in trouble. Note too that you could use much less and still get the job done, a suit of Terminator Armour with dual assault cannons is all that is truly required, assuming the Bloodthirster continues to advance in an unrelenting fashion, but especially in Terminator Armour, there's nothing you can do to prevent him from escaping, so since pushing it to this level was possible, I felt it was necessary. My goal here has been to provide a variety of different tactics that can successfully get the job done, even though this one is a bit of a stretch, I hope it satisfies you all.
  14. No, not quite. Hellfire rounds deal one additional magnitude damage per hit, they don't add to hits. Pistol: 3 hits (max, with 4+ dos) + 4 (StS in the current example) + 1 (X) = 8 hits. Assuming each does at least 1 damage, that's 8 magnitude damage + 8 (hellfire rounds) = 16 magnitude damage, X 2 (Storm of Iron) = 32 Storm Bolter: 10 (max, with 8+ dos) + 4 (StS) + 1 (X) = 15 hits. Assuming each does at least 1 damage, that's 15 magnitude damage + 15 (hellfire rounds) = 30 magnitude damage, X 2 (Storm of Iron) = 60 Total: 92 magnitude damage Note that for you to be dealing at least 1 damage with each hit, it must be a horde of unarmoured cultists or something like that (and 'wasting' specialty ammo on them while you do so), and 8+ dos is only at best a 50% chance (and that's with your BS being absolutely maxed), so in reality it's not quite as impressive or dominating as it looks on paper. Still, any time you can fire 13 bullets and kill potentially 7x that number, it's not too shabby.
  15. Finally got the math done! It's better than I had thought. I may not actually need Master of Arms, and if I can avoid reusing it I'd like to, so I'll play with that today and tomorrow and see what I can do. Either way it'll take me a bit to write up, but I should have it finished in the next couple of days. Walkot, Terminator armour requires a *minimum* of 40 points of additional requisition, there is no maximum, though. Certainly, the amount of requisition for this one is extreme (you forget the targeter and possibly a motion predictor as well), and with this gear he is useless for healing people. The main point of this was to show that if you start looking at Terminator wargear or Dreadnaught wargear anyone can get it done, even an Apothecary. Also keep in mind that other than the 35 agility required to take two weapon wielder, agility does not factor into using two weapons, it's all based on ballistic skill (which apothecaries are also not great at, but oh well).
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