Suffocation and Constrict

By ThomasVye, in Dark Heresy Rules Questions

A question about mechanics...

My PC has this ability, the psypower Constrict, and has not used it yet. I came to have a look at it last night and I find the way suffocation rules are written a bit confusing. They seem primarily to be dealing with people who are trying to hold their breath (in a drowning incident or in a gas attack, for example) rather than with people who are just ... well, having their windpipe crushed by force.

I see that to sustain the ability (effectively) you have to keep repeating the use of the power, as it doesn't sustain/roll over, but what I am wondering is...for how long? For how many rounds?

I read in the suffocation rules that it is based on the choked one's Toughness bonus, as to how many minutes they can deliberately hold their breath. but that mechanic doesn't seem to cover having access to air deliberately shut off. (I also read a thread about combining suffocation with grapple for a choke hold, but the psychic power is not really grappling as there is no physical touch).

I guess I basically just want to understand how long I need to sustain constrict to take an opponant down and how it affects my opponants abilities.

I would be very grateful for any advice, since if I can't understand how to work the ability, I will drop it for another power (as I have never used it) that I can make work. Thanks! ^-^

As I interpret the rules:

You roll for suffocate once (not sustained but you don't need to do it again next round)

(basically you do the same as pushing a walnut into his throat so he can't breathe untill he got clear of it) (maybe soemthing smaller then a walnut)

then each round the target MUST spend a full round testing toughness if he succeeds he is no longer affected by suffocate if he doesn't he needs to repeat next round

in additon to that you count as (or effectively are) engaged in strenous acitivty which is worsening suffocation (it is under suffocation you probably missed it... it's between two grey boxes)

the victim can try to test toughness to get out of it for a number of rounds ( not minutes because of strenous activity) equal to twice his Toughness Bonus

if he fails to clear his throat in this time each additional round he suffocates (doesn't make his toughness test to clear his throat) he gains 1 wound and 1 fatigue

once unconcious he gains 1d10 damage each round until dead

is it effective? (a good power)

yes... you trade a half action (or your attack action) to make the enemy lose at least 1 full round

if it is a high toughness oponent he has plenty of time to escape and escape rolls are rather easy (if not for massive overbleed) but he can't do anything untill he get's out meaning he can't do anything except for reactions and free actions

if it is a low toughness opponent he'll probably die, with overbleed he'll die for sure

Note that the power has been errata'ed.

didn't notice... thanks for the reminder

It seems it will take quite a few rounds to work, but will be useful for disabling opponants, which may come in very handy - I looked at the errata'ed version, which seems to involve opposed WP as well and I have good WP (60), so that makes me positive about making it work well sometimes. :) The note about the strenuous activity does seem to be the key to the timing of the thing.

Thanks for your help on this, guys! :)