Fumble Ranges and Actions

By B3stie, in Deathwatch Rules Questions

Hey,

I have some questions:

1. Is there a range where a test allways fails? Expecially on Parry and Mediea skills. I(eg >91-100 allways fails?)

2. Can a Chara attack an eg cast a spell in one turn(if both are half actions).

Thank you

Bastian

1) As far as I know, no....the only "auto-fail" is for ranged weaponry when they jam. Unless someone knows different.

2) If they are both half actions, and unless someone can point out in the book otherwise, then a character can both use a power and make an attack in the same turn.

1: Parry and other skills are tests against your (the players) skill. Parry is you rolling under you weapon skill. If you don't roll under your WS you fail. This is the same with any other skill. you either roll under the skill with applicable modifiers or you don't. Degrees of Success of Failure will modify how well or badly you do based on the GM's whim.

2: No. The focus power action is considered to be the same as an attack action. You cannot use a psychic or sorcery power and another attack in the same round since they are the same type of action.

A roll of 96 to 00 is an automatic miss.

Page 249, under Weapon Jams: "...result of 96 to 00, in addition to being an automatic miss ..."

Page 146 under Reliable and page 147 under Astartes Weapon Craftsmanship: Both locations make mention that if a jam is avoided the roll of 96 to 00 becomes a miss as normal.

Ah, thx Marines!

Exspecially the 96-00 Fumble Range is good to know!

That is for Ranged Weapons....if you are doing anything else that doesn't involve firing a ranged weapon then all you need is to get at or below the number needed.

Correct, as far as I know the 96 to 00 automatic miss only applies to ranged attacks. One could infer that it should extend to other skill rolls as well but it would have to be a house rule since that is never stated in the rules as written.

But in all honesty, its hard to say that it would be a "bad" house rule to make 96-100 an automatic failure, its the same as a natural one.

On actions, I'm not sure if I buy into the whole subtypes preventing different action types. The section of the rules I read on no two of the same actions specifically says that a player cannot do the same action twice. Under subtypes, it says that those exist purely to classify when certain actions may or may not be used. Is there any specific page number, or errata/FAQ ruling that it is by subtype?

KommissarK said:

But in all honesty, its hard to say that it would be a "bad" house rule to make 96-100 an automatic failure, its the same as a natural one.

The problem with fumble rules is that players will have fate points, so they can reroll most fumbles. However, NPCs do not, meaning that when an NPC fumbles they are stuck with the result.

Edsel62 said:

A roll of 96 to 00 is an automatic miss.

Page 249, under Weapon Jams: "...result of 96 to 00, in addition to being an automatic miss ..."

Page 146 under Reliable and page 147 under Astartes Weapon Craftsmanship: Both locations make mention that if a jam is avoided the roll of 96 to 00 becomes a miss as normal.

Don't forget that when firing on Semi or Fully-Auto the jam range is 94 - 100

p239, under Full Auto Burst: "... A dice roll of 94 to 00 indicates the weapon has jammed..."
p242, under Semi-Auto Burst: "... A dice roll of 94 to 00 indicates the weapon has jammed..."
p243, under Suppressing Fire: "... A roll of 94 to 00 on the test indicates the weapon has jammed..."
p249, under Weapon Jams: "... Semi-automatic and fully automatic fire also increases the likelihood of Jamming."

The Focus Power Test fails at 96-100 also.