Would you say a Deathwatch Marine needs to confirm RF against xeno vehicles and tanks?
RF vs Xeno Tanks
Umbranus said:
Would you say a Deathwatch Marine needs to confirm RF against xeno vehicles and tanks?
That is a good question, I would say yes since it is a machine and not the xeno's itself, but I can see the other side of that where it is a construct of the xeno so should count. One way to resolve maybe is to have the character do a Forbidden Lore:Xenos or Xeno Tech and see how much that character knows about that particular Xenos. If they succeed by 2 degrees of success then all RF will not have to be confirmed. This is just an initial thought, it has not come up in my games yet since I am attacking my players with corrupt guardsmen when dealing with vehicals more often then not.
Heck, no. Unless it's a tyranid vehicle, of course...
I had this question but with tau gun drones.
In game I ruled that Deathwatch Training worked. The Righteous Fury rules don't actually state that they are anything to do with knowing how to kill an enemy, it is the Emperors favour lending strength to the marine in question.
So yeah for me Deathwatch Training is more about Abhoring everything Xeno and your natural fury and hatred towards the xeno type thing
I'm probably wrong though
p.169 of ROB
Attacks against vehicles can be subject to Righteous fury same as a character, however, they must be confirmed and the player must have done damage that roll. Rather than more damage like a normal RF, you instead roll 1d5 on the vehicle critical hit table. The vehicle does not count however as having sustained a critical hit, just the effect is applied.
Though it doesn't really state anything about Deathwatch training, I'd say still to confirm, because rolling damage on the critical hits table is pretty uber.
A similar problem, so let me post here. Yesterday I ran some vehicular combat and it was great fun! But I have one issue (perhaps I didn't understand something) with RF agaist vehicles. If you confirm any RF, you roll d5 on the table. So if a marine hits a tank with his bare hand and by accident scores RF, he can shake it, tear off a tread etc? Or does the attack need to go through the armour and deal at least 1 damage?
It needs to be able to damage it first.
aha, but I don't roll extra damage? So I need to
a) beat the armour rating with the damage roll
b) check if there are any 0, then confirm the crit
c) if the damage is more than armour, roll d5 on the table, but don't roll extra damage die for crit OR
c1) roll extra die of damage (and so on if 10 again) AND d5 on the table
Skie said:
aha, but I don't roll extra damage? So I need to
a) beat the armour rating with the damage roll
b) check if there are any 0, then confirm the crit
c) if the damage is more than armour, roll d5 on the table, but don't roll extra damage die for crit OR
c1) roll extra die of damage (and so on if 10 again) AND d5 on the table
The answer is C - the 1d5 roll on the Critical Hit table is instead of the additional damage for Righteous Fury. Which means that if a weapon can't damage a vehicle, then it doesn't matter how many 10s you roll, you're not doing anything to that vehicle.
I'd probably permit a tech marine with any lore pertaining to Xenos to automatically confirm, as technology is there thing.
For others I'd require them to make a easy forbbiden lore Xenos test the first time it occured, then permit it for the rest of the mission.
I would say NO. for my understanding the Deathwatch Training contains knowledge about anatomi, fighting styles, and weak points of aline species and no technichal informations about design layouts of xenos tanks/walkers/flyers/whatever.
The Imperium was never very interested in understanding enemy technology. when it was found ist was examied, classified and thats it. even if the techology is supirior to Imperial Technologie it is largly ignored.