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extreme_tactician

Assassin Strike and Full round attack action

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Can I make multiple attacks (via Switf Attack or Two Weapon Fighting) and then use Assassin Strike to move in-between or after the attacks as a free action?

 

thanks

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extreme_tactician said:

Can I make multiple attacks (via Switf Attack or Two Weapon Fighting) and then use Assassin Strike to move in-between or after the attacks as a free action?

 

thanks

Does anybody have a suggestion? On one hand the talent description says that I can use Acrobatics after making "a melee attack" without specifying if the attack is part of a full action or is a single standart attack. On the other hand Acrobatics is normally a Full Action unless otherwise noted, and according to my interpretation when you use Acrobatics with Assassin Strike it becomes a Free Action.

Looking forward to hearing some opinions about the matter.

thanks

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Assassin Strike specifically states you can only make the moveonce a turn. Therefore you may attempt to assassin strike any number of times with multiple attack actions until you succeed, then you may not use it again until your next turn.

(Even on unsuccessful attacks, Assassin Strike does not specify you have to hit with an attack, just that you make an attack).

So no, you may not use multiple attack actions and assassin strike to make 3 or 4 attacks and move between each attack. You may move between only one of the attacks.

An acrobatics test is a test when trying to do something acrobatically (what?). When doing something acrobatical you use the acrobatics skill. When attempting an assassin strike you use the acrobatics skill. A basic acrobatics test is a different action than an assassin strike.

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Basically, yes, you can use Assassin's Strike with multiple attack actions, but only once successfully (ie, you couldn't ping between different opponents, just escape from one, or move between two different ones..

It has been nerfed a bit since Dark Heresy, where you could make multiple movements a turn… this made much more sense with the "dance of death" or "dervish" suggestion which was given in the Talent description. The current one just doens't feel like that, more a "hit-and-run" option… though a Space Marine doing a death-dervish style thing wouldn't have made that much visual sense to me.

I don't like how they have taken the change over fully into Black Crusade.

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I remember inforcing it as being a one assassin strike movement per turn in Dark Heresy.

If it doesn't say it in the Errata then someone got a response from the rules question link in a thread… not that we can search the old threads to prove that.

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Unless it has been errata'ed more recently (I am fairly sure I have the latest errata, as they haven't updated it for a long time). It may have been a house rule, or due to a response from a question to FFG. However, I don't think being allowed to do it multiple times was a mistake by the original designers. I think it was entirely intentional, as the description talks about a "dance of death" or something like that. The current incarnation (DW onwards) just doesn't really fit that description. It is more of a "hit and run" kind of attack.

I know some complain that theoretically it allows an assassin to move further than the full move speed in a turn. Personally I don't see this is a problem as 1) the Full Move speed is not a measure of "normal" movement. It represents cautious movement, or a short dash in between pauses behind cover (Like the Tactical Advance or whatever it is called). A full 4 attacks (or 3, as I am personally not fully convinced the original intention was for two weapon wielders to be able to stack their extra attack with Lightning and Swift Attack) and moving after every attack represents dashing past (very uncautiously), slicing at targets as you run/skip/sumersault past them. 2) The actual likelyhood of someone travelling the full distance isn't that likely. First, they would need to start engaged with an enemy (Death Cult Assassin's aside, but then Ascension is a seperate matter, and even then, Death Cult Assassins are the exemplar of this kind of behaviour), then need to have 3 other enemies all in handy positions in order to move forward, and make every check (ok, high end Assassin with 50+ in Agility and +20 Acrobatics is going to pass most of the time, but the more checks you make, the more chance of failures). This also presumes that the Assassin wants to move after every attack. It is quite plausible that they will want to attack one or more of their targets more than once, which means they won't move between attacks (unlerss they are rather pointlessly pingballing between 2 guys).

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Deathwatch:Core page: 113

Second column third paragraph

"Assassin Strike…   …The character may only make this move once per Round."

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Oh, yes I know it is an official change for Deathwatch. However, there has never been an official chage in Dark Heresy, and I personally don't feel there should be one. I feel the original incarnation much better represents what it claims to be, while the newer one is much more a "hit and run" attack (and in fact I would rename it exactly that).

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