p245 "Attacker determines damage" question

By boruta666, in Deathwatch Rules Questions

about DoS from attack roll and damage dices.

"(...)The number of Dos is minimum amount of Damage that attack will inflict on single dice(...)"

1. Do u apply those DoS to each hit from attack action that can hit multiple times? (full or semi burst for example)? or only to first one ?

2. If u achieve more DoS than 10, for example 12, do u change one of damage dices (d10) to 12 or maximum is 10 ?

boruta666 said:

about DoS from attack roll and damage dices.

"(...)The number of Dos is minimum amount of Damage that attack will inflict on single dice(...)"

1. Do u apply those DoS to each hit from attack action that can hit multiple times? (full or semi burst for example)? or only to first one ?

2. If u achieve more DoS than 10, for example 12, do u change one of damage dices (d10) to 12 or maximum is 10 ?

Don't think there is an official ruling. I would say what makes sense most to me is that it caps at 10 and the attacker may choose one dice of all the hits of an attack and substitute with DoS.

Alex

So if a space marine with a heavy bolter gets 9 degrees of success, does that mean that all 10 shots automatically deal at least 10 damage (9+X)? Does this apply to each hit, or simply just to one damage roll from the 27 dice he is rolling?

If 10 degrees of success are achieved, does this automatically create a righteous fury? Or would he still need to roll a dice and see if a 10 is rolled as RF says "When rolling Damage after a successful attack, if any die rolled results in a natural 10..."

Interesting question. However I am sure that it was not the designers intention to give an automatic weapon more hits AND increased damage per hit. So, I would rule that you either get multiple hits OR apply this rule.

I would say you apply the 'multiple' dice ruling in the same block and only apply it to one die per attack (not hit), meaning one die out of the possible 30 thrown by a 10 round burst of heavy bolter fire would get the bonus to min damage.

Wow, I must have totally missed reading this rule.

I guess I should look it up to see what all the commotion is about. Then again, I'm probably just going to keep playing the current way we are (unless DOS is important to that attack type IE Accurate, Full Auto, Semi-Auto, Lightning Claws, etc) then you just hit them well.

EDIT:

Without even looking this up, I'm pretty sure that I'm sticking with my above ruling. Right now the party deals a whole ton of damage anyway, no need to beef them up even more.

Unless someone here can convince me that this mechanic somehow improved their gameplay.

Personally, I think this mechanic is really only useful for melee. Ranged attacks get enough bumps from DoS that they do plenty of damage anyway. But, melee attackers (ignoring hordes) generally have no benefit from DoS. Either they hit or they don't. More DoS don't make it harder to dodge/parry the attack, as it does for full auto.

The only thing this rule does is remove the 'you rolled an amazing attack with 132 DoS, but it was also a glancing hit for 1 damage.'

SpawnoChaos said:

Wow, I must have totally missed reading this rule.

I guess I should look it up to see what all the commotion is about. Then again, I'm probably just going to keep playing the current way we are (unless DOS is important to that attack type IE Accurate, Full Auto, Semi-Auto, Lightning Claws, etc) then you just hit them well.

EDIT:

Without even looking this up, I'm pretty sure that I'm sticking with my above ruling. Right now the party deals a whole ton of damage anyway, no need to beef them up even more.

Unless someone here can convince me that this mechanic somehow improved their gameplay.

Maybe I can: when rolling for melee attacks or single shots, DoS is generally irrelevant. Because of that I suggest using this rule only on attacks where DoS is otherwise meaningless.

Alex

(slightly off topic) Type X damage does 1 additional hit, not +1 damage per hit

Now that you mention it, it would be more useful in melee for sure.

Ok, I'll let it stand for melee attacks since I don't think that ranged attacks need any help.

ak-73 said:

Maybe I can: when rolling for melee attacks or single shots, DoS is generally irrelevant. Because of that I suggest using this rule only on attacks where DoS is otherwise meaningless.

Alex

Stolen. This actually really makes sense for single attacks, makes the outrage I feel at autofire a little less hot...

In our campaign we use this rule to improve Single-shot attacks and melee attacks. I figure that the reward for mutiple DoS with semi- and auto-fire attacks is hitting with more shots.

Edsel62 said:

In our campaign we use this rule to improve Single-shot attacks and melee attacks. I figure that the reward for mutiple DoS with semi- and auto-fire attacks is hitting with more shots.

My only concern is that in my group, we have a scout-sniper with the stalker pattern boltgun with a bunch of other talents that pretty much does 4D10 + 14 Tearing damage with his single shot.

Does he REALLY need this rule as well? lengua.gif

I might just incorporate it for single shots anyway.

Also, does the DOS affect a single die or all of the dice in the damage roll?

DOS can replace ONE damage die roll, and one damage die roll only. If you have multiple hits, then you may choose one die from amongst the damage rolls for all the hits.