Trait Toxic, Unnatural Agility & Lightning Reflexes

By Calistarius, in Dark Heresy Rules Questions

Hi there,

during our last session there came up two interesting questions.

First: What kind of critical damage does the Toxic Trait cause? There is also nothing about the continuance. How do you handle it? Just one round, or depending to the situation (and health) of the characters.

Second: Unnatural Agility and Lightning Reflexes. An Eldar Ranger occured in my last session and he has been challenged for close combat by one of my acolytes with suicidal tendencies. We rolled initiative and that has been my problem. Lightning reflexes doubles the AG-Bonus. So, does an Eldar with AG Bonus of 5 (Unnatural AG =10) and Lightning Reflfexes really have an initiative of 1d10 + 20?

Thanks in advance!

Calistarius said:

Hi there,

during our last session there came up two interesting questions.

First: What kind of critical damage does the Toxic Trait cause? There is also nothing about the continuance. How do you handle it? Just one round, or depending to the situation (and health) of the characters.

Second: Unnatural Agility and Lightning Reflexes. An Eldar Ranger occured in my last session and he has been challenged for close combat by one of my acolytes with suicidal tendencies. We rolled initiative and that has been my problem. Lightning reflexes doubles the AG-Bonus. So, does an Eldar with AG Bonus of 5 (Unnatural AG =10) and Lightning Reflfexes really have an initiative of 1d10 + 20?

Thanks in advance!

First, according to DH pg 129, it dose Impact damage. Also, it's never mentioned to be continuous damage in any instance i know if, so, unless a specific instance states otherwise, by default, I would think the toxic damage can only occur once per damage roll from the weapon it's self (and thus causing the toughness check to see if the character suffers 1d10 toxic damage or not).

Secondly, you bet your sweet bippy it dose. You can also read it as 1d10+always goes first.

Thank you for the quick response!

Well, I hadn't the idea to look it up in the weapon section. The traits (DH p332) do not mention the impact damage...

So for the Eldar: "They move like quicksilver".

Graver says right. If no specific damage is given, treat is an Impact damage.

However, concerning toxins, I would rather prefer to use Energy damage, maybe.

As for the Unnatural Ag + Lightning Reflexes, I see you are right as per the rulebook. It doesn't say otherwise, so these bonuses are combined exactly the way you do it. These Eldars are pretty fast, yeah...

With the Eldar I would use the following rule:

If someone has a time x modifier more than once it would go to the next step

So

x2 + x2 = x3

So your eldar would have an initiative of 1d10+15...

Santiago said:

With the Eldar I would use the following rule:

If someone has a time x modifier more than once it would go to the next step

So

x2 + x2 = x3

So your eldar would have an initiative of 1d10+15...

Yes stacking multipliers [(x2)2] = 4 is heretical, and obscene in the eyes of the emperor. (but maybe that doesn't apply to Xeno scum)

Santiago said:

With the Eldar I would use the following rule:

If someone has a time x modifier more than once it would go to the next step

So

x2 + x2 = x3

So your eldar would have an initiative of 1d10+15...

Rules say otherwise....

egalor said:

Santiago said:

With the Eldar I would use the following rule:

If someone has a time x modifier more than once it would go to the next step

So

x2 + x2 = x3

So your eldar would have an initiative of 1d10+15...

Rules say otherwise....


I'm too tired to look it up so might you be so kind to give a page referance?

Bah, no matter how you go about it, there's little practical difference between 1d10+always goes first vs 1d10+ almost always goes first ;-p

Rules would allow for different multiplier sources to stack, like Unnatural Agility and Lightning Refleces.

Ex. Disciples of the Dark Gods: Page 129 Rakasya.

It has both the Demonic trait (which gives it TB x2 vs normal weapons) and Unnatural Toughness x2. With a TB of 6 it has 24 vs normal attacks and 12 vs holy and force weapons as well as against psychic damage.

That sums it up pretty clearly. (Btw this is the only example of a premade creature I can find with two different multipliers to the same thing)