Flamers and Horde Rule

By JamieBHook, in Deathwatch Rules Questions

It seems to me that Flamers of all variants seem underwhelming with regards to hordes. I would think that they would do more damage but as of right now they only do 1 pt.

I would like suggestions as ways to fix this problem, as a flamer douses a large area in burning promethium I would think that it did more damage to the hordes.

JamieBHook said:

It seems to me that Flamers of all variants seem underwhelming with regards to hordes. I would think that they would do more damage but as of right now they only do 1 pt.

I would like suggestions as ways to fix this problem, as a flamer douses a large area in burning promethium I would think that it did more damage to the hordes.

Page 360, top of left column.

Alex

I understand that.

I was unspecific, I was refering to the fact that all flame weapons do the same to a horde.

It would seem that a heavy flamer should do more and a hand flamer should do less.

The 1d5 tag plus the range is a little ridiculus as all flamers have the same range catagories which is to say close.

So a flamer gives no cover and brings the user to within charge range for a horde whos average density is 20+, according to the premade scenario they wrote.

JamieBHook said:

I understand that.

I was unspecific, I was refering to the fact that all flame weapons do the same to a horde.

It would seem that a heavy flamer should do more and a hand flamer should do less.

The 1d5 tag plus the range is a little ridiculus as all flamers have the same range catagories which is to say close.

So a flamer gives no cover and brings the user to within charge range for a horde whos average density is 20+, according to the premade scenario they wrote.

Hand Flamer: Range 10 m => Horde Damage = 1D5 + 3 (10/4 = 3 rounding up)

Flamer: Range 20 m => Horde Damage = 1D5 + 5 (20/4 = 5)

Heavy Flamer: Range 30 m => Horde Damage = 1D5 + 8 (30/4 = 8 rounding up)

Alex

What they said, plus if you have Cleanse and Purge talent you add another 1d5 hits.

Mighty Shot also seems to add damage since it's a range weapon.

General consensus seems to indicate they can cause righteous fury, but the GM will have to decide that.

Astartes Flamers cause 1d10+4 fire damage to persons on fire. GM will also have to decide if the horde can catch on fire or if that is already included in the hits of the flamer.

Also Astartes flamers don't jam, so you don't have to worry about that.

Not really related to hordes, but the heavy flamer has a cone 30m long and 16.08m wide at that range. So non-hordes could have a lot of enemies in that template size, meaning you have the potential to hit all of them.

Also devastators with Unrelenting Devastation and the heavy flamer get to double the hits.

It only takes a half action to shoot, as opposed to semi/full-auto weapons taking a full action.

Can probably use with Hip Shooting talent since they removed the pistol requirement in DW.

Does the horde get to roll Ag to escape being hit by a flamer?

I roll Ag for hordes in my games, dividing hit by two (not damages) if the horde pass the roll.

I asked the Question directly to FFG:

> Rule Question:
> When a Space marine with a Flamer attacks a horde, does the horde
> get to roll Ag to avoid being hit?
> If so do they roll once and if successfull evade all hits or do they
> roll once per hit taken?

Normally, Hordes may not dodge or parry. The GM (at his discretion)
may of course say that in his game, a horde can dodge or parry based
on the circumstances.

> And can someone hit by a flamer dodge in addition to the Ag roll to
> avoid being hit?


Yes, you may also try to dodge a flamer (although this is very
difficult). (See page 238-239 in the Deathwatch Core Rulebook for
details)


Ross Watson
Senior RPG Developer
Fantasy Flight Games
[email protected]

This Answer leaves room for interpretation.

But it could mean they may not dodge, they may noch parry and the may noch roll Ag to avoid flamers