Shooting rules

By Soam, in Deathwatch

Artemesia said:

Bolts are just very painful bullets. That use a propellant to accelerate rather than the standard "minituarized explosion launches the small metal thing at the big fleshy thing" routine guns tend to do. That also explode.

Bolts are large but that doesn't make it any easier to hit a target. You still need to aim. The difference in the standard assault rifle round(The M4A1 fires 5.56x45mm rounds if memory serves) and a bolt is probably not all that large when it comes to the front, "penetrating" end. At least by my understanding, a bolt is the size of a 10 gauge shotgun shell. Really, when put up against a human body(or daemon body, or tank, or ork, or daemon engine, or...) and compared, the difference in size would not be great enough to be able to say that a bolt makes it much easier to hit a target.

Now, if bolts were the size of cannon balls...

Not that I have anything really to add to the discussion further at this point, now that it has taken a new direction, I could have sworn that a bolt round was roughly the size of a coke can (perhaps that was a heavy bolter round?)

A bolt shell is 0.75 caliber, and a heavy bolter shell is 1.00 caliber, if memory serves me correctly.

SpawnoChaos said:

Artemesia said:

A bolt shell is 0.75 caliber, and a heavy bolter shell is 1.00 caliber, if memory serves me correctly.

Remember that Caliber is an Imperial measurement, not metric.

So .75 caliber is basically 3/4 of an inch or roughly slightly larger than a paint ball but smaller than a 20mm cannon shell. With a 1.00 Caliber shell being 1 in. in diameter.

ItsUncertainWho said:

SpawnoChaos said:

Artemesia said:

A bolt shell is 0.75 caliber, and a heavy bolter shell is 1.00 caliber, if memory serves me correctly.

Remember that Caliber is an Imperial measurement, not metric.

So .75 caliber is basically 3/4 of an inch or roughly slightly larger than a paint ball but smaller than a 20mm cannon shell. With a 1.00 Caliber shell being 1 in. in diameter.

The sizes of .75 and 1.00 caliber respectively for standard and heavy bolt rounds is correct.

Better reference , for those who have fired them, would be comparing a bolt round to 12 gauge and 10 gauge shells. The 12 is .729 caliber, while a 10 gauge is .775 caliber. An extremely rare bore these days, the 11 gauge, is about spot on at .751 caliber.

Remember also, the bolt round is self-propelled, but also has a standard cased charge which fires it from the barrel prior to the rocket igniting. Otherwise it would have very poor velocity and penetration the closer a target was to the firer; an issue that plagued the real world gyrojet guns.

Combine a FRAG-12 shotgun shell with gyrojet technology and you've just about got a bolt round.

Read, research, enjoy.

-=Brother Praetus=-

1. all modifyers are cumulitive. so if you end up with a +60 that takes you over 100% and you roll a 50 with a FA H.bolter you get all 7 shots with the main one for a total of 8 shots.

2. a tac marine as stated gets the plus 10 to his BS score so it stacks with the +60 mods. so since the DW bolter is Best +10 and Laser sight +10 he is starting with a +30 to hit right off before suprise +30, short range +10, point blank +30 and FA,SA +20/+10.

3. Say hellow to my little friend, The AA-12. look it up on YouTube and skip to about 4:30 mins and make sure you have used the bathroom before hand. it will make you happy in a way nothing else realy will if your a 40k nut and a gun nut all at once. I still get goose bumps.

4. Sadly ALL tech in 40k is cerka WWII or earlyer so most of the stuff is a bit behind what we have.

ApocolypseNow said:

2. a tac marine as stated gets the plus 10 to his BS score so it stacks with the +60 mods. so since the DW bolter is Best +10 and Laser sight +10 he is starting with a +30 to hit right off before suprise +30, short range +10, point blank +30 and FA,SA +20/+10.

Laser sights only work on single shots, so it wouldn't apply to Full Auto or Semi-Auto attacks.

ApocolypseNow said:

1. all modifyers are cumulitive. so if you end up with a +60 that takes you over 100% and you roll a 50 with a FA H.bolter you get all 7 shots with the main one for a total of 8 shots.

2. a tac marine as stated gets the plus 10 to his BS score so it stacks with the +60 mods. so since the DW bolter is Best +10 and Laser sight +10 he is starting with a +30 to hit right off before suprise +30, short range +10, point blank +30 and FA,SA +20/+10.

3. Say hellow to my little friend, The AA-12. look it up on YouTube and skip to about 4:30 mins and make sure you have used the bathroom before hand. it will make you happy in a way nothing else realy will if your a 40k nut and a gun nut all at once. I still get goose bumps.

4. Sadly ALL tech in 40k is cerka WWII or earlyer so most of the stuff is a bit behind what we have.

1) As far as I am aware in RT/DH situational modifiers are capped at +60, you can get your +10 skill on top of this. Although maybe I'm remembering it wrong...

2) Best ranged weapons don't give you a plus 10 to hit.... that is only melee weapons (at least for DH/RT). You need a motion predictor for a bonus on burst.

3) The AA-12 has already been mentioned.

4) Yup, WWII was well known for it's flying spaceships, interstellar travel, laser cannons, powered armour, and hulking bipedal tanks... not to mention the genetically engineered 7' tall marines...

PlasmaBomb said:

1) As far as I am aware in RT/DH situational modifiers are capped at +60, you can get your +10 skill on top of this. Although maybe I'm remembering it wrong...

2) Best ranged weapons don't give you a plus 10 to hit.... that is only melee weapons (at least for DH/RT). You need a motion predictor for a bonus on burst.

3) The AA-12 has already been mentioned.

4) Yup, WWII was well known for it's flying spaceships, interstellar travel, laser cannons, powered armour, and hulking bipedal tanks... not to mention the genetically engineered 7' tall marines...

In response:

  • You are correct. Skill Mastery levels are not situational modifiers, and therefore do apply even after the +/-60 limits.
  • Indeed, Best -quality ranged weapons do not grant a bonus to hit their targets, but are no longer subject to jamming. Also, the Targeter mentioned in the Inquisitor's Handbook (page 179) provides a +10 bonus to all ballistic skill tests, no matter the firing-mode (per DH v.3.0 Errata).
  • A beautiful weapon, fun for the whole family. Now load that baby with some FRAG-12s and see what we can see.
  • The look and feel of much of the imperium's technology is very WWI and WWII-ish. Many Imperial tank patterns parallel old tanks like the British Mark V's in appearance that it's hard to say they weren't inspired by such.

Anyway, that's my two-bits on the matter for now.

-=Brother Praetus=-

I wonder if they will carry over the targeter?

There is certainly mention of it in the fluff.

Thanks for the info Brother Praetus

On the Tactical marine they have the skill/talent for being a tac marine that adds to their BS score and is not a +/- modifyer so it effectivly gives a +70 under the right sercumstances. so far anyway. as this is from the pre-release information.

PlasmaBomb said:

I wonder if they will carry over the targeter?

I am hoping so. I also wish that Final Sanction would have been clear on what exactly the "fire-selector," described as being common to the Deathwatch -pattern bolters, exactly did. Presumably its function is the same as the shot-selectors detailed in both Dark Heresy and Rogue Trader .

-=Brother Praetus=-