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  1. Thanks everyone. GMing DW with a crowd of six equally new DW players is made quite a lot simpler with all of you answering questions. The omophagea was originally meant to teach space marines instinctual or common memories of the creatures they eat in their operating theatres. They would hunt, then eat, some of the toughest creatures wherever they go and by doing so they would begin learning the instinctual and environmental knowledge of the location. Where water is, what is safe (for the eaten creature) to eat, good places to rest and sleep at night, etc. Even if you accept they can gain different kind of memories, they should not be capable of learning specific information. The location (direction to and familiar surroundings) of their home base they have been based out of for years - yes. The specific coordinates of a new forward oporating base the victim only just learned about - no. Definately not skills (although if the demo-trooper has worked with a certain explosive for years the Astartes may be able to learn how to disarm or detonate these commonly used explosives). Any re-roll is a one time thing. You do not get to continue re-rolling until you succeed, just once and if your second roll is a fail you still fail. "Demeanour may be triggered a maximum of once (and only once, no matter how many demeanours he may have!) per game session." Page 33 Deathewatch Core Rulebook. Herichimo, I think you've commented on everything I've posted, lol. So thanks for that.
  2. Thanks everyone, I really appreciate the help with hordes. I was trying to use very small hordes of Tau fire warriors to make fields of fire that harassed the Kill-Team as they made their climb up a hill into a Tau base. I can see now that it makes much more sense to treat each unit as an individual here. I'd want to use hordes as mass moving across the battlefield causing threat as a whole. Instead of saying, "There are ten Tau fire warriors in the bunker," I'd say, "There are about a dozen Tau fire warriors firing down upon you and Brother x takes y amount of damage from the fire." Or I'd probably use it for Tyranid and just say, "Yeah, there's a brown sea of clicking teeth and shells scraping across the ground that fill the hallway to the East. Have fun." I was trying to handle the magnitude with precision and account for each individual in it. Thanks for helping me to understand how they work and how I can tweak the horde magnitude to give the appropriate amount of threat to groups. Also, I use miniatures and (mostly) 3-D terrain in my campaign (some examples here). To depict Hordes in DW, I cut out circles of cardboard (about the size of a CD), and place a number of minis on it equal to the '10s'-digit of the Horde's Magnitude. That way, the PCs can get a general idea of how big a Horde is without knowing its exact Magnitude. The Horde's melee range extends 1" from the edge of the disc for every figure on top of it. I've found this to be a good compromise between the abstraction of the Hordes mechanic and the literal-ness inherent in using minis. A cheer goes up around the table whenever a PC's attack causes a figure to be removed from the disc. Those set pieces look flippin' amazing. I want to do something like that in the future with my group. For now, it's a table top sized piece of wrapping paper flipped over with a hand drawn grid on it and penciled in 2D landscape. I'll be upgrading to 3D terrain and structure built from cardboard sitting on a grid to give precision to the Kill-Team players as they move through structured time.
  3. Hello all, So I ran my first instance with my group where we incorporated hordes of Tau units and a couple of discrepancies came up that I could not find readily satisfying answers to. Would you be most kind and help me resolve these issues? The first is magnitude and damage. I understand how magnitude is a reflection of those units left willing to fight and that as the magnitude drops, so does the effectiveness of the horde, with the potential to outright flee. But what do I do with the damage the weapons actually cause? Do I disregard the damage entirely and ONLY use magnitude? If that's the case than a magnitude ten horde of Tau Commanders is just as easy to kill as a magnitude ten horde of Tau Fire Warriors because one hit=one magnitude damage, plus all the other sources of magnitude damage. The wounds go right out the window. So I tried to use magnitude as a representation of the dedication of the horde and fire effectiveness, so that had almost no effect on Tau Fire Warriors and Tau Gun Drones. I also used health and whenever someone hit, I just went down the list as they took out unit after unit in a row of health points. What am I supposed to really do for magnitude and damage? Secondly, what about flamers? One of my PCs casted Avenger, and under the Flame effect on Horde section it states that flame weapons hit 1d5 + 1/4 the range of the weapon. Avenger's range is 30, so it came out to 1d5+8 hits. He hit 11 or so times. That automatically killed the magnitude of the horde, but it also did literally over 100 damage just in constant damage alone. I didn't even roll because 11x9 with armor pen factored in meant the entire attack against the horde, who couldn't agi roll out of the area of effect, stacked so much damage they died outright from HP alone. 5 Gun Drones were not going to survive 11 or more hits from a flamer, whether by magnitude or by damage. So how do I deal with wounds and magnitude with hordes and how do I handle flame hits and horde? Thank you all for your participation.
  4. An unrelated aside: can they trigger both chapter and personal demeanor once per game session, or just one demeanor per session?
  5. Omophagea: how does this even work. Do they gain Knowledge (Devoured Enemy)? Whenever it says "may reroll a given characteristic" for any failed test, does this just mean they are totally incapable of failing said test? I.e. because of Mucranoid they are never able to fail temperature tests? Is it a reroll any one time?
  6. It says that techmarines start with a common cybernetics enhancement when made, but it doesn't talk about any other restrictions. Does this mean that a techmarine can take the servo-harness, even though it normally requires 50 req to take and a reknown of Famed just for the common quality servo-harness? It states in the rules that a character is normally afforded one attack a turn, with the exception of two weapon wielding, swift attacks, lightning attacks, and etc. But given that Dark Heresy had a revamp of rules that became proactive for the Deathwatch rule set as well, allowing anyone to dual wield at a -30 cost, -20 with Ambidextrous, and a -10 if also having the appropriate TWW talent for the weapons being used, what does that mean for the servo-arm/servo-harness? Does a techmarine with a servo-arm get to attack with the arm as if it were independent? The techmarine still roles his WS for it, so it makes sense that it's not independent. So then does the techmarine consider it an off hand weapon? Is he ambidextrous with his servo-arm and not suffer a -20 penalty? Can he attack with his servo-arm and both hands in the same round? One attack per hand plus servo-arm? Can he dual wield in one round with his hands then use his reaction for the servo-arm, effectively attacking three times a round? Does the servo-arm replace the servo-harness? Can he use the servo-harness to attack once per attachment on his harness? So could he attack with two servo-arms, flamer, plasma pistol, and once per hand in the same turn? Techmarines, what do?
  7. Would having a Servo Arm/Servo Harness allow for more attacks per round? Could a Techmarine without Swift Attack/Lightning Attack use a Servo Arm and his plasma pistol to attack using both half actions without penalty? Or would that still be considered dual wielding?
  8. Where does it say pistols can use the melee attack subtype? Thanks, herichimo, for the help!
  9. That's not true. I know I'm necro posting but this is something that is relevant to me at the moment and it's the most recent post I can find on it. Fettered, Unfettered, and Push only apply to the PR rating of range, effect, duration, damage, and etc. that the psychic power manifesting would cause. But it does not apply to the WP test to succeed in manifesting it. Read through the text on Push on p185. It says nothing about the WP test to succeed, even in the example given to succeed.
  10. Also, if a character is engaged in melee, the character can only use melee attacks. How could someone ever make both a melee and a ranged attack then? Because the moment someone is engaged in melee they can't use a ranged attack...?
  11. According to the Core Rule Book, one must have the Two Weapon Fighting Talent and wielding a melee and a ranged weapon in either hand in order to make an attack with both melee and ranged per round. Does this mean that someone has to buy both the TWF talent (Balistics) AND (Melee) before they can do this? This means it's ONLY available to the Assault marine as TWF talent doesn't show up on any other rank advancement trees, right? So basically, the assault marine is the only one who can fire weapons from both hands at the same time, and only after dumping a thousand xp into advancements in order to get it?
  12. If you're unsure about the strength of a given opponent, then introduce him as a standalone encounter to see how he'll interact with everyone in your Kill-Team. That's how old-school video games used to do it and it's fantastic. That way everyone gets a taste of the new enemy/encounter without being overwhelmed, then you can adjust accordingly for more balance later on.
  13. Isn't direct quoting of the book a copyright issue?
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