peem2
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Everything posted by peem2
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This is a repost of a question i asked earlier but recieved no answer to so I created this new thread to brig it back up top after the recent forum hijacking. Hopefully some learned person can sort out this for me (and my group). When does a character gain/regain his reactions for the turn? At the start of the turn or at the start of his initiative? Example: Characters A,B and C is starting a combat, neither is suprised. They roll for Initiative. A gets a total of 10, B gets 5 and C gets 3. A attacks B and hits. Does B have a reaction to use to avoid this hit since he hasn't had his turn yet? Assuming so we move on. B then has his turn and we move on to C who also attacks B. Will B have gained a new reaction at his own initiative and can thus avoid C's attack as well?
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Some more questions about reactions. When does a character gain/regain his reactions for the turn? At the start of the turn or atthe start of his initiative? Example: Characters A,B and C is starting a combat, neither is suprised. They roll for Initiative. A gets a total of 10, B gets 5 and C gets 3. A attacks B and hits. Does B have a reaction to use to avoid this hit since he hasn't had his turn yet? Assuming so we move on. B then has his turn and we move on to C who also attacks B, Will B have gained a new reaction at his own initiative and can thus avoid C's attack as well?
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Stormbolters with metal storm shells vs. Hordes
peem2 replied to Reclusiarch's topic in Deathwatch Rules Questions
We too have run into the silly amount of magnitude damage a Storm bolter with the right ammo (Metal Storm) and talents (Storm of Iron) can do and decided to house rule this using the "doubling a double" convention used for instance by Power fists. In essence we treat each "double" as "add again the base number". So in the Power fist example a character with a Strength bonus of 5 and Unnatural Strength (doubling the characters strengthbonus) and the power fists special rules that also doubles the characters Str bonus we would calculate it as 5+5+5 instead of 5x2x2 resulting in a score of 15 instead of 20. This is, I believe, how the rules are intended to be and how this forums have agreed upon (correct me if I am wrong). We have applied this to the Storm Bolter to lessen its effect. So per RAW a Storm bolter with the above ammo and talent would inflict hits as follows: (In order: Maximum nuber of hits, Doubling for Storm weapon quality, additional hits for Blast(2) quality, Storm of Iron talent, Explosive extra hit) 4x2x2x2+1= 33 magnitude damage. Per our house rule (same order): 4+4+4+4+1=17 magnitude damage. We think this gives a more appropriate amount of damage. Just a thought for GMs with the same "problem". -
Signature Wargear Requisition Question
peem2 replied to Nikollo's topic in Deathwatch Rules Questions
I have just returned home after a session in which my GM allowed me to requisitin a mastercrafted crozius. This is of course not supported by any rules as Herichimo already stated but we felt that as any right minded Chaplain would never use any other closecombat weapon to cleanse xenos filth with this would allow him at least one weapon option for missions with high requisition allowance. Fluff wise it could be considered that on such an important mission he was given the honour of carriyng a particular ancient and valued Crozium in place own his own. Alternativly he might have prepared for this mission by spending many hours or reciting the Litanies of Hate imbuing his own Crozius with additional potency for that mission. Pointswise our GM ruled that a normal Crozius would have a cost of 25 requisition (an avarage of the power weapons in the book wich costs between 20 and 30 requisition points) and thus I had to pay 50 points for this. As stated above this is not supported by the rules but might be a acceptable house rule for other groups containing Chaplains (or Wolfpriests).
