I need some help with some topics

By Nuada_Obliage, in Deathwatch

I have some question and requests I want to make so instead of several different posts I will just do one

Question 1) I gave a player a heavy flamer with a back pack amo pack, now it gets a huge amount of hits when he uses it but technically only uses 1 burst of fuel, I was thinkin for every three hits it uses 1 point of fuel

Question 2) When you roll for a horde getting hit by a flamer should you roll at all as they shouldn't be able to dodge

Question 3) When a PC uses a full auto burst say from a bolter with metal Storm rounds. So 4 hits with the blast 2 from the shells they get 8 more hits? I decided to take the best hit and use that for the explosive hits

Question 4) now this is the big one.....how the hell would you stat a Dreadnought. Instead of normal stats you use armour and structure points sure, then say Ballistic skills for shooting, Weapon skill for close combat. I imagine strength you would have to extrapolate something HUGE. It's Base stength would be say 70 with un natural strength 3 to give 21 or 22((( it can carry 3 short tons which I think we can agree is preety accurate fo a Dreadnought from the table top game)). for the Armour I imagine 27 on the front 23 on the side and 18 on the back, I also put in tha tthe power unit on the back is vulnerable to give my players some chance of not killing it outright but disabling it((hey it is fun to give a big bad a weak point)). The other thing is structure points, I have no idea how to calculate this, in the Dark Hersey Apocrypha it talks about structure points but never how to calculate them and it doesn't even say what structure points the sample vehicles have.

I really hope this is not tooo much at the moment but I appreciate everything that you can give me.

Nuada_Obliage said:

Question 4) now this is the big one.....how the hell would you stat a Dreadnought.

I'm sure that many will point out that, if you're willing to accept waiting for the publication, the Deathwatch "players guide," Rites of Battle, supposedly includes rules for dreadnoughts. The rest I cannot help you with... :D

Kage

I will try to answer some of your questions :

1) The heavy flamer is THE horde buster (from my cinematic point of view). The many hits it has on horde don't come from extra fuel, but from the huge area a heavy flamer cover (a 30m cone !!!!!!) and the impact it has on the moral of troops (seeing your buddy screaming and running while burning is not very good for your mental health...). So, I don't see why it should use more fuel when firing on horde.

2) I personally chose to let the hordes make their agility test to divide the number of hits taken by 2 (not the damage), because fire is one of the primal fear and so a flamer always "damage" a horde. There can be many justification on how members of a horde "dodge", like taking cover behind other members of the horde for example.

3) It has already been discussed multiple hits with blast weapon = number of hits x blast value (witch means blast(1) is useless when coming to multiple hits)

4) Many proposed a way to stat this blessed ever fighting warrior of the Imperium, choose one or create yours or wait for the book that will stat them. I think they don't fit in the kill team quick and precise strike way of operation, to obvious, to slow.

Remember that the Flamer has a very short range compared to every other weapon. Penalizing the flamer is going to make people not want to take it at all.

The Dark Hersey Apocrypha has basically been thrown out the door in favor of new vehicle rules that were introduced in the RT Into the Storm book.

Into the Storm is a solid book overall, and the vehicle rules are much improved over DH Apocrypha. This book does contain official stats for Rhinos and Battle Bikes so it's not a bad investment.

ItsUncertainWho said:

Remember that the Flamer has a very short range compared to every other weapon. Penalizing the flamer is going to make people not want to take it at all.

The Dark Hersey Apocrypha has basically been thrown out the door in favor of new vehicle rules that were introduced in the RT Into the Storm book.

Into the Storm is a solid book overall, and the vehicle rules are much improved over DH Apocrypha. This book does contain official stats for Rhinos and Battle Bikes so it's not a bad investment.

Apocrypha Vehicles is technically out dated, but it is easy enough to convert.

2) I reasoned that hordes being treated like an individual, they get to dodge full-auto like an individual. If they get hit 8 times with a full-auto attack, then they dodge and remove 1 hit for success and an extra hit for each degree of success. Flamers I've decided to do the same where successful dodge removes 1 hit + 1 for each degree. Melee weapons can be done where the dodge removes 1 attack (since 1 attack can deal multiple "hits") or the above where you remove hits based on successes. The mechanics work out nice and simple just like you would do for individuals.

Suijin said:

2) I reasoned that hordes being treated like an individual, they get to dodge full-auto like an individual. If they get hit 8 times with a full-auto attack, then they dodge and remove 1 hit for success and an extra hit for each degree of success. Flamers I've decided to do the same where successful dodge removes 1 hit + 1 for each degree. Melee weapons can be done where the dodge removes 1 attack (since 1 attack can deal multiple "hits") or the above where you remove hits based on successes. The mechanics work out nice and simple just like you would do for individuals.

I'm quoting myself here from another thread about the Dreadnought creation:

In case anyone was wondering what the stats for facing a Dreadnought would be (I made them up on the spot last session):

I combined the armor, structure points, etc. from a Rhino APC (Armor 25, 25, 20 with 25 SP) from Into the Storm with the Long Barreled Twin-Linked Autocannons (4D10 + 5, Pen 4 I think?) from the Gunship in the same book.

That combined with a Dreadnought Close Combat Thunderhammer (4D10 + 10, Pen 10, Power Field) and it was a rough encounter for them. The Khonite Dreadnought had Lightning Attack and could make 2 Full Auto shots with the Twin-Linked Autocannons each round (If I remember correctly it was S/2/4).

For stats, I just used the Elite Chaos Space Marine detailed in the Deathwatch Rulebook.

Hope this gives you some insight into what seemed correct. I worked rather effectively and nearly butchered the entire kill team. Hardly invulnerable, but it took quite a punch to take it out.

Question 1) I gave a player a heavy flamer with a back pack amo pack, now it gets a huge amount of hits when he uses it but technically only uses 1 burst of fuel, I was thinkin for every three hits it uses 1 point of fuel

...you mean people actually track non-special ammo? :P

But seriously, Xalendar already touched on this. The heavy flamer deals so much damage as a function of the gigantic area of fire it puts out per burst, not how long the flamer was fired for. It's a single-shot weapon; why make life more complicated?

Question 2) When you roll for a horde getting hit by a flamer should you roll at all as they shouldn't be able to dodge

Correct me if I'm wrong (I totally might be), but I was under the impression that a Dodge test let an enemy move their Agility bonus in meters when hit by a flame weapon to try to get out of the area... and if they're still in the area, they're cooked? If I'm remembering right (which again, I totally might not), that would imply that since a Horde is treated as a single, massive enemy, the Horde will still be under the flamer's area and thus Dodge is irrelevant. I also agree this is the way it should be ; if foes can dodge the incredibly short-range flamer, it means that it'll be completely overshadowed by generalist weapons like heavy bolters and missile launchers.

They heavy flamer has exactly one function that it's awesome at and makes it worth taking. Why penalize it?

Question 3) When a PC uses a full auto burst say from a bolter with metal Storm rounds. So 4 hits with the blast 2 from the shells they get 8 more hits? I decided to take the best hit and use that for the explosive hits

Like others have said, since a blast (x) gives you X hits each time, a four-round burst from a Metal Storm-equipped bolter will give eight hits (4 x 2 hits ) plus one for being an explosive weapon for a total of nine hits.

vogue69 said:

Suijin said:

2) I reasoned that hordes being treated like an individual, they get to dodge full-auto like an individual. If they get hit 8 times with a full-auto attack, then they dodge and remove 1 hit for success and an extra hit for each degree of success. Flamers I've decided to do the same where successful dodge removes 1 hit + 1 for each degree. Melee weapons can be done where the dodge removes 1 attack (since 1 attack can deal multiple "hits") or the above where you remove hits based on successes. The mechanics work out nice and simple just like you would do for individuals.

I thought that in horde combat parries/dodges aren't allowed?

The horde can parry and dodge your attacks, which is the subject of the above.

RAW you are not allowed to parry or dodge the horde's melee attacks.