Sound Constitution

By Don Raccoon, in Deathwatch Rules Questions

I get that you can buy it as many times as it crops up in the advances, but does this mean across advance categories?

For example, a Devastator can get it 6 times through the speciality advances, the general Space Marine options provide it 9 more times and the Deathwatch tables another 3.

So does this mean the Devastator can get Sound Constitution 18 times throughout his career to (and including) Rank 8?

I'm thinking yes, but thought I'd check.

Don Raccoon said:

I get that you can buy it as many times as it crops up in the advances, but does this mean across advance categories?

For example, a Devastator can get it 6 times through the speciality advances, the general Space Marine options provide it 9 more times and the Deathwatch tables another 3.

So does this mean the Devastator can get Sound Constitution 18 times throughout his career to (and including) Rank 8?

I'm thinking yes, but thought I'd check.

Yes, that is how that works. And if you take an alternate advance that has one, you can grab it too.

While it's certainly possible to walk around with 35 or more Wounds, it seems like such a waste of xp to overdo it on Sound Constitution since extra hit points just lack in the fun factor. Of course, if you get taken out quickly because you didn't take any Sound Constitution, that can crimp your fun too.

The problem is that 1 WP is percentage-wise half the increase than what it is in DH. Not very appealing for players.

Ale

I agree. I usually see the two selections from GSM1 taken at 500 xp each, but the 1000 xp selections are really a hard sell and I haven't seen anyone in my group that's willing to give up all the other cool options just to have an extra hit point.

Ya I would think upgrading Toughness is a better way to go initially.

My own plan is to take Toughness as high as I can feasibly go first, and pick up Sound Constitution adds later. When 10 pts of Toughness is 2 pts. of irreducible armour to all locations (in most cases), it is pretty clearly a better value than an additional Wound (or three). If I can get Toughness to 70 and have 25-30 Wounds, I'll feel pretty survivable in most cases. Right up until the D-Cannon hits.

Direach said:

My own plan is to take Toughness as high as I can feasibly go first, and pick up Sound Constitution adds later. When 10 pts of Toughness is 2 pts. of irreducible armour to all locations (in most cases), it is pretty clearly a better value than an additional Wound (or three). If I can get Toughness to 70 and have 25-30 Wounds, I'll feel pretty survivable in most cases. Right up until the D-Cannon hits.

Or 2 Genestealers. demonio.gif

Alex

I don't remember what a genestealer hits for... but I'm pretty sure that even TB of 14 and 11 pts of torso armour aren't gonna slow one down much. That's why I have really, really good aim.

with a TB of 14 a genestealer from the emperor protects can only make you die from blood loss, thanks to true grit.

He can remove all your limbs though.

nolsutt said:

with a TB of 14 a genestealer from the emperor protects can only make you die from blood loss, thanks to true grit.

He can remove all your limbs though.

Please note that unlike the old WFRP Crit Damage is cumulative in 40k Roleplay. I had made this mistake myself. So he can do rip your head off. Quite easily in fact with all those multiple attacks.

Alex

So if the genestealer hits a marine in the head twice or wherever, and does 5 crit damage each time, it stacks to 10? It's gonna be alot more dangerous then the way we have been doin it lol.

Yeah, our group played WHFRP for years, and a number of times characters would die the death of death of a thousand cuts. Having the crit damage stack makes for a much more deadly game. Instead of getting mangled by a bunch of +2 criticals, that final one is a +8, and then your head comes off.

Defenstrator said:

Yeah, our group played WHFRP for years, and a number of times characters would die the death of death of a thousand cuts. Having the crit damage stack makes for a much more deadly game. Instead of getting mangled by a bunch of +2 criticals, that final one is a +8, and then your head comes off.

Another house rule approach would be to not it let stack and have true grit only reduce Crit Damage by x (say 4) up to a minimum of 1. I'll probably go that route, I didn't want to make many house rules for the introductory demo missions.

Alex

Duty Unto Death can mitigate a lot of critical effects, but even that only works up to a point. As a famous warrior once said, "If your head comes away from your neck... it's over."