Wings of Angels

By PrimarchX, in Deathwatch Rules Questions

One of the capabilities granted by the Wings of Angels special ability is...

"The Assault Marine may add 20 meters the movement rate of his Jump Pack with a successful Challenging (+0%) Pilot (Personal) Test. "

What does this mean exactly? Does this add 20 meters regardless of the type of move (Half, Full, Charge, Run)?

One option I was looking at was using this ability as Hit and Run. I activate a Disengage action on my turn. This allows me to break off contact and do a Half Move without giving my opponents a free attack. If I do this and make a successful Pilot (Personal) Test does my Marine's Half Move go from 12 meters to 32 meters? That would be a good stand off range since most non-Astartes can't charge that distance in a turn, and offer lots of engagement options (continue to move away, charge, fire a ranged weapon, etc).

PrimarchX said:

One of the capabilities granted by the Wings of Angels special ability is...

"The Assault Marine may add 20 meters the movement rate of his Jump Pack with a successful Challenging (+0%) Pilot (Personal) Test. "

What does this mean exactly? Does this add 20 meters regardless of the type of move (Half, Full, Charge, Run)?

One option I was looking at was using this ability as Hit and Run. I activate a Disengage action on my turn. This allows me to break off contact and do a Half Move without giving my opponents a free attack. If I do this and make a successful Pilot (Personal) Test does my Marine's Half Move go from 12 meters to 32 meters? That would be a good stand off range since most non-Astartes can't charge that distance in a turn, and offer lots of engagement options (continue to move away, charge, fire a ranged weapon, etc).

That sounds overpowered to me. Me, as a GM, I allow to squeeze extra speed with a run action out of it. For all other modes +20m just doesn't seem plausible (too much). But I give the damage bonus generally always when some with WoA charges while in Solo Mode (and using a jump pack). But this might need some clarification, you're right.

Alex

PS Hi!

At first blush I'd say such an ability could be considered overpowered.

However it does require a skill check and a Jump Pack to work. Jump troops should have a significant maneuver advantage over foot-sloggers, too.

Since it requires a challenging skill check, I don't think adding 20 meters movement is that bad.

ItsUncertainWho said:

Since it requires a challenging skill check, I don't think adding 20 meters movement is that bad.

It's a matter of interpretation. I read it as an ability to squeeze the last bit of speed out of the jump pack and to add extra damage in a charge due to that extra speed. As I said before, other interpretations are possible.

Alex

ak-73 said:

ItsUncertainWho said:

Since it requires a challenging skill check, I don't think adding 20 meters movement is that bad.

It's a matter of interpretation. I read it as an ability to squeeze the last bit of speed out of the jump pack and to add extra damage in a charge due to that extra speed. As I said before, other interpretations are possible.

Alex

That's really why I posted this. The fixed 20m distance seems arbitrary when you have varying move distances that are multiples of each other. Why not just say you add 'x' to your movement rate? It's not clear at all.

PrimarchX said:

That's really why I posted this. The fixed 20m distance seems arbitrary when you have varying move distances that are multiples of each other. Why not just say you add 'x' to your movement rate? It's not clear at all.

I suggest sending this as a question to support, it is not as bad as unrelenting devastation just as a comparisson, so i would just add 20m to movement irrespective of movement action you take. My take on the issue is the check lets fly that additional distance by using your jumppack only, in additional to controlled hopps which use and double your basic movement rate, hence the fixe rate, it is only able to provide that much additional boost, and you are using it all.

tkis said:

PrimarchX said:

That's really why I posted this. The fixed 20m distance seems arbitrary when you have varying move distances that are multiples of each other. Why not just say you add 'x' to your movement rate? It's not clear at all.

I suggest sending this as a question to support, it is not as bad as unrelenting devastation just as a comparisson, so i would just add 20m to movement irrespective of movement action you take. My take on the issue is the check lets fly that additional distance by using your jumppack only, in additional to controlled hopps which use and double your basic movement rate, hence the fixe rate, it is only able to provide that much additional boost, and you are using it all.

Ah yes, it says 20m. Not up to 20m. Which means you have to go the full 20m extra. That makes sense, it's like putting on the nitro turbo-boost.

Alex

Technically a movement rate is always an up to, but i think i will houserule it as a boost :) Makes sense in combination with additional hits mechanics and looks cool ;)

PrimarchX said:

ak-73 said:

ItsUncertainWho said:

Since it requires a challenging skill check, I don't think adding 20 meters movement is that bad.

It's a matter of interpretation. I read it as an ability to squeeze the last bit of speed out of the jump pack and to add extra damage in a charge due to that extra speed. As I said before, other interpretations are possible.

Alex

That's really why I posted this. The fixed 20m distance seems arbitrary when you have varying move distances that are multiples of each other. Why not just say you add 'x' to your movement rate? It's not clear at all.

Btw, the warp tells me that you may dispatch a request through an astropath to this location, BrotherGunnar: www.fantasyflightgames.com/edge_faq.asp gran_risa.gif

Alex

Duly submitted.