Killing Strike talent

By Thorius, in Deathwatch Rules Questions

Hi to everybody i am new here.
I have discoverd the "KIlling Strike talent".Can oponent Evade the attack by using a fate point or it is completly unavoidable?

Edited by Thorius

Taken literally, a [Killing Strike] cannot be Parried or Dodged. However, if the opponent has a way of evading an attack that is neither Parrying nor Dodging it, then that opponent can actually evade it. For example, an opponent who could become [incorporeal] on demand or blink out of melee range with a teleport of some kind. Most of the time though, yes, Killing Strikes are unavoidable.

Edited by Asymptomatic

The rules for Fate Points do not allow for avoiding attacks.

Killing Strike is a talent which allows the character with said talent to do an additional thing (for want of a better word) with Fate points which is not normally allowed.

A character cannot use a Fate Point to make an attack un-dodge/parry-able, UNLESS the character has the specific talent (Killing Strike) which gives him that ability.

A character cannot use a Fate Point to make an un-dodge/parry-able attack dodge/parry-able. There exists NO talent which gives a character such an ability.

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.

Thank you everybody :) This have been very helpfull.

A character cannot use a Fate Point to make an un-dodge/parry-able attack dodge/parry-able. There exists NO talent which gives a character such an ability.

Not that's playable in DW, anyways. Temple Assassins can dodge the otherwise undodgeable, but the only playable one is DH Ascension's Vindicare, who outdodges everybody. But that's not really relevant for DW unless it's a cross-lines game, or the GM throws a rogue Temple Assassin at the party, which would be an unpleasant surprise.

Never minding the specific mention of GM discretion concerning this ability; or where you stand on what "normally" means in the context:

In reference to the context of the OP's original question, the Vindicare's magical dodging ability does not require, nor is reliant in any way on, the expenditure of a Fate Point.