Deathwatch Q&A

By MILLANDSON, in Deathwatch

250 bolts at what 1/2 to 1 pound each?

KarmicCycle said:

ItsUncertainWho said:

Hellebore said:

Well, the bolts themselves are pretty big. If you assume that a single heavy bolter bolt takes up ~3cm space diameterwise, then 50 rounds in the belt hanging out the side of the gun would translate to a 1.5 metre belt. Then that would leave 200 rounds in the backpack. Seems pretty reasonable, given the approximate size of the ammo belt and backpack.

Hellebore

Not to nit pick, but .75 caliber is just under 2 cm or 3/4 of an inch. Your calculations are not really thrown off at all.

There has been quite the debate on bolter shell size, from the 'life size' replica that GW produced (.75) to fluff stating that they are 1.0 caliber (1 inch diameter). Add this to the separation of human-sized bolter from astartes-sized bolters.

But, regardless of all this, the .75 and 1.0 sizes are for standard bolts. Those used in Bolt Pistols and Bolters. Heavy Bolters, as evidenced by their damage vs standard bolts, use much larger rounds. Anywhere from 1.5 to 2.0 caliber, I would guess.

Still doesn't throw everything that far off, 250 rounds in a backpack is quite a lot of bolts.

I retract - book counterdicts itself. In one place it says the standard Bolt round is .75 caliber and that Bolt Pistols, Bolters and Heavy Bolters all use a standard round, but under the Heavy Bolter description it says ""Heavy Bolters fire rounds of a much larger calibre than the standard bolt, contain more propellant and are capable of achieving longer ranges."

maybe the tip of the shell is the same but not the housing?

Oops, I forgot about the 1.0 caliber heavy bolt rounds. So, at 1.0 caliber, 1 inch, 2.5 cm still doesn't change anything significantly, as far as Hellebore's calculations go.

I would imagine that the heavy round is longer than a standard round also, to account for the extra weight and extra propellant.

Should the Bolter and bolt pistol chamber be considered adaptive? (i.e. may fire different shell size)

Ak-47 as something like that I believe or is it the m-16?

Also are bolt pattern dependent?

Riza pattern bolt, used only in Riza pattern bolter, etc? What about "generic" bolts for the common humans? Are they typical bolt?

Makes survival missions that much harder.

crisaron said:

Also are bolt pattern dependent?

Riza pattern bolt, used only in Riza pattern bolter, etc? What about "generic" bolts for the common humans? Are they typical bolt?

Makes survival missions that much harder.

No it says all the bolters use the same round, hence my confusion with the Heavy. With normal weapons, the differences in damage could be chalked down to a faster cycle rate, longer barrels, etc - but since the Bolter uses a self propelled projectile, the barrel just points it in the right direction - plus it specifically says the Heavy uses a bigger round (in one section).

Darq said:

crisaron said:

Also are bolt pattern dependent?

Riza pattern bolt, used only in Riza pattern bolter, etc? What about "generic" bolts for the common humans? Are they typical bolt?

Makes survival missions that much harder.

No it says all the bolters use the same round, hence my confusion with the Heavy. With normal weapons, the differences in damage could be chalked down to a faster cycle rate, longer barrels, etc - but since the Bolter uses a self propelled projectile, the barrel just points it in the right direction - plus it specifically says the Heavy uses a bigger round (in one section).

I am more a Dm to Dm thing, would you allow a Techmarine to create bolt shells out of Heavy Bolters and vice versa? loose some due to reformatting but still a survival question IMO.

i.e. Stuck in an old old Hulk, the kill teams finds a long dead SM with a half melted Heavy Bolter but with nearly full belt of ammo. etc...

I have seen it mentioned in a couple places that each Chapter gives a bonus to starting stats. Could someone who has the book expound on this? Mainly, how many stats get a bonus and how big they are?

KarmicCycle said:

I have seen it mentioned in a couple places that each Chapter gives a bonus to starting stats. Could someone who has the book expound on this? Mainly, how many stats get a bonus and how big they are?

Most Chapters get +5 to two stats. I don't remember the exact breakdown of who gets what except that Ultramarines can choose 2 stats to apply it to.

Varment said:

KarmicCycle said:

I have seen it mentioned in a couple places that each Chapter gives a bonus to starting stats. Could someone who has the book expound on this? Mainly, how many stats get a bonus and how big they are?

Most Chapters get +5 to two stats. I don't remember the exact breakdown of who gets what except that Ultramarines can choose 2 stats to apply it to.

That's all I needed to know, thanks! :)

Can anyone tell me what the Heavy Flamer does stat wise?

Range, damage, pen, etc.

a storm bolter loaded with metal storm ammo in the hands of a tactical marine could be nasty.

full auto, +50 ignoring range and size. so if you can beat your BS you hit with all 8 shots. each shot would do 3 damage to hordes, due to the ammo and explosiveness, so thats 24 damage to magnitude. the trade-off is the limited ammo and slightly lower damage, but against the majority of enemies, 2d10+3 pen 3 tearing is still pretty nasty.

another question: has deathwatch carried over the little rule that you can exchange one damage die with your DoS from RT?

skatingtortoise said:

a storm bolter loaded with metal storm ammo in the hands of a tactical marine could be nasty.

full auto, +50 ignoring range and size. so if you can beat your BS you hit with all 8 shots. each shot would do 3 damage to hordes, due to the ammo and explosiveness, so thats 24 damage to magnitude. the trade-off is the limited ammo and slightly lower damage, but against the majority of enemies, 2d10+3 pen 3 tearing is still pretty nasty.

another question: has deathwatch carried over the little rule that you can exchange one damage die with your DoS from RT?

+20 for full Auto and +10 if they have Bolter Mastery and are in solo mode. Where is the other +20 coming from?

SpawnoChaos said:

Can anyone tell me what the Heavy Flamer does stat wise?

Range, damage, pen, etc.

Heavy Rng 30m S/-/- Dam 2D10+6 Type E Pen 6 Clip 10 Reload 2 Full Blast (1) wt 65 Req 15

Darq said:

skatingtortoise said:

a storm bolter loaded with metal storm ammo in the hands of a tactical marine could be nasty.

full auto, +50 ignoring range and size. so if you can beat your BS you hit with all 8 shots. each shot would do 3 damage to hordes, due to the ammo and explosiveness, so thats 24 damage to magnitude. the trade-off is the limited ammo and slightly lower damage, but against the majority of enemies, 2d10+3 pen 3 tearing is still pretty nasty.

another question: has deathwatch carried over the little rule that you can exchange one damage die with your DoS from RT?

+20 for full Auto and +10 if they have Bolter Mastery and are in solo mode. Where is the other +20 coming from?

my sleep deprived mind. still, +30 is enough to get the 3 DoS :P

im sure its been answered somewhere but what special ability do black templars get?

Anyone have the fluff for Vengeance Rounds?

And can you load Heavy Bolter Hellfire Shells individually (ie still have a backpack full'a regular HB rounds in addition to a box of Hellfire shells).

Thanks! gran_risa.gif

BYE

H.B.M.C. said:

Anyone have the fluff for Vengeance Rounds?

And can you load Heavy Bolter Hellfire Shells individually (ie still have a backpack full'a regular HB rounds in addition to a box of Hellfire shells).

Thanks! gran_risa.gif

BYE

Vengence Rounds were originally designed to breach the armour of Traitor Marines. They used a unstable flux technology that makes them very efficent at penetrating armour but are very risky to use by the firer. In table top game they use the get hot rule (overheat) to represent. I would be interested to see if that is the case in the RPG.

For the Hellfire shells, according to fluff, they were indeed chambered singulary with a ROF of S/-/-. I don't see why that would change. Question is does it take a 1/2 action of full action to load a hellfire shell? I would vote full as you would have to clear the chamber of the current standard round, pull out the hellfire shell chamber it, lay the belt across the feed tray and close the feed tray cover and then rock and roll.

Would be interested to see what the rules actually state for that.

skatingtortoise said:

Darq said:

skatingtortoise said:

a storm bolter loaded with metal storm ammo in the hands of a tactical marine could be nasty.

full auto, +50 ignoring range and size. so if you can beat your BS you hit with all 8 shots. each shot would do 3 damage to hordes, due to the ammo and explosiveness, so thats 24 damage to magnitude. the trade-off is the limited ammo and slightly lower damage, but against the majority of enemies, 2d10+3 pen 3 tearing is still pretty nasty.

another question: has deathwatch carried over the little rule that you can exchange one damage die with your DoS from RT?

+20 for full Auto and +10 if they have Bolter Mastery and are in solo mode. Where is the other +20 coming from?

my sleep deprived mind. still, +30 is enough to get the 3 DoS :P

im sure its been answered somewhere but what special ability do black templars get?

Each Chapter gets a whole advancement scheme. The Chapter Specific one is "Righteous Zeal" - There Toughness bonus increased +4 and they ignore Demonic Toughness

ItsUncertainWho said:

Hellebore said:

Well, the bolts themselves are pretty big. If you assume that a single heavy bolter bolt takes up ~3cm space diameterwise, then 50 rounds in the belt hanging out the side of the gun would translate to a 1.5 metre belt. Then that would leave 200 rounds in the backpack. Seems pretty reasonable, given the approximate size of the ammo belt and backpack.

Hellebore

Not to nit pick, but .75 caliber is just under 2 cm or 3/4 of an inch. Your calculations are not really thrown off at all.

Well I was thinking 2.5cm for the bolt and ~5mm on either side for the links holding them together (assuming they use them). I wasn't sure whether 250 was enough either, but with more than a metre of belt just to hold 50 rounds, it doesn't seem so unreasonable.

Can I have a wild guess at the two stats space wolves advance as WS and Per? gui%C3%B1o.gif

Hellebore

Blood Pact said:

Wow, 250 seems downright tiny for a Heavy Bolter's ammo capacity.

Don't forget that the ammo is pretty huge. Just consider mordern fighter jet's. They fire anything between 20mm and 3mm rounds but only carry between 150-300 rounds ofr a firing time of +- 3 seconds. Their ammo drums are the size of large beer kegs. Don't forget it's not only the bullets that atke up space but there's also a whole feeding mechanism with ammo hoppers, servo's, guide belts etc etc.

http://www.small-wonder.org/Gallery_2000/F-16A/F-16A-3621.jpg

Another question for the friendly people with the book ^^ .

Does the SM Jump Pack comes with new rules or is it the same like in DH / RT? Are there maybe other special rules for it? I would say it hurts a bit when a SM directly jumps on you with his weight.

Thx!

Given it appears on the character sheet along side the Combat Shield and Storm Shield, I'd say the Jump Pack probably provides some extra armour as well (or it's just there to use as a guide for when/if it gets damaged).

BYE

H.B.M.C. said:

Given it appears on the character sheet along side the Combat Shield and Storm Shield, I'd say the Jump Pack probably provides some extra armour as well (or it's just there to use as a guide for when/if it gets damaged).

BYE

Its just there to indicate "Yes I have this, check here"

Darq said:

SpawnoChaos said:

Can anyone tell me what the Heavy Flamer does stat wise?

Range, damage, pen, etc.

Heavy Rng 30m S/-/- Dam 2D10+6 Type E Pen 6 Clip 10 Reload 2 Full Blast (1) wt 65 Req 15

Does burning do the same damage as in DH?

Alex