Full-auto fire.

By nifoc, in Deathwatch

I was reading through the combat section and something hit me.... If a weapon only has a full auto RoF, it seems that it can only be fired as a full auto action, meaning that in order to move, you must give up your chance of firing for that turn. Am I reading this wrong, or do I understand it correctly?

Not saying that this is wrong, in fact I understand the point of this perfectly. I just want to see if I read the rule correctly.

Sorry if this has been asked before.

nifoc said:

I was reading through the combat section and something hit me.... If a weapon only has a full auto RoF, it seems that it can only be fired as a full auto action, meaning that in order to move, you must give up your chance of firing for that turn. Am I reading this wrong, or do I understand it correctly?

Not saying that this is wrong, in fact I understand the point of this perfectly. I just want to see if I read the rule correctly.

Sorry if this has been asked before.

No, you read it correctly. Keep in mind that there can be ways around this restriction (such as using a Suspensor on a Heavy Weapon or Squad Mode Abilities, for example) and the errata stats for weapons have eliminated a lot of the full auto capabilities of the original weapons. Only a small handful of weapons are limited only to FA mode.

If you don't use a heavy weapon, you can move as part of the Full-Auto/Semi-Auto action, if you reread the entries on them.

Alex

ak-73 said:

If you don't use a heavy weapon, you can move as part of the Full-Auto/Semi-Auto action, if you reread the entries on them.

Alex

Are there any weapons solely FA now that aren't Heavy Weapons? I can't recall any off the top of my head.

And if you want to avoid the drawbacks for firing FA or SA and moving (or be able to do so with a Heavy Weapon without other help), there's always the Bring Death From Afar power armor history.

Tau Burst Cannon and Nid Debourer. Even the Auto Rifle isn't Full Auto anymore, making adoption of DH weapons harder.

Personally I expect one day to see new weapon stats with new damages but old ROF. Not anytime soon though, that would be too confusing.

Alex

ak-73 said:

Tau Burst Cannon and Nid Debourer. Even the Auto Rifle isn't Full Auto anymore, making adoption of DH weapons harder.

Personally I expect one day to see new weapon stats with new damages but old ROF. Not anytime soon though, that would be too confusing.

Alex

Though I didn't like the new ROF at first, because they raised some issues with other rules, they make perfectly sense with the Black Crusade ROF rules. Now the advantages of Semi and Full ROF cancel each other out and both are only Half Actions. The hit-propability is decreased but you can always invest an Aim-Action to increase the BS or you can use a Move-Action to be mobile. Now aiming makes more sense and the rules are much clearer without much exceptions.

Of course, it's harder to hit something and Bolters are nerfed compared to the original rules but their ROF isn't stupid anymore. never thought I would buy BC but it seems this will be the combined errata which will bring all W40K-RPGs together, at least I hope so.

ak-73 said:

Tau Burst Cannon and Nid Debourer. Even the Auto Rifle isn't Full Auto anymore, making adoption of DH weapons harder.

Personally I expect one day to see new weapon stats with new damages but old ROF. Not anytime soon though, that would be too confusing.

Alex

I was thinking of weapons for Space Marines; nothing but Heavy and Mounted Weapons came immediately to mind. I kept the FA abilities of the autogun and autopistol in my own take on the weapon stats because it made sense and they're typically only seen with Hordes (who aren't likely to hit with a lot of bullets, anyway).

Kain McDogal: I don't know that much about what BC is going to do, but I've found the best way to maintain bolters' deadliness with the new stats is to lower the cost of special ammunition. A lot of the special ammo is way overpriced to begin with, and cutting the cost down so a single clip of Hellfire rounds doesn't take up half of a character's available Requisition makes them a much more attractive choice and a good option on par with the upgraded weapons like meltas.

Kain McDogal said:

ak-73 said:

Tau Burst Cannon and Nid Debourer. Even the Auto Rifle isn't Full Auto anymore, making adoption of DH weapons harder.

Personally I expect one day to see new weapon stats with new damages but old ROF. Not anytime soon though, that would be too confusing.

Alex

Though I didn't like the new ROF at first, because they raised some issues with other rules, they make perfectly sense with the Black Crusade ROF rules. Now the advantages of Semi and Full ROF cancel each other out and both are only Half Actions. The hit-propability is decreased but you can always invest an Aim-Action to increase the BS or you can use a Move-Action to be mobile. Now aiming makes more sense and the rules are much clearer without much exceptions.

Of course, it's harder to hit something and Bolters are nerfed compared to the original rules but their ROF isn't stupid anymore. never thought I would buy BC but it seems this will be the combined errata which will bring all W40K-RPGs together, at least I hope so.

But seriously: Auto Rifle has no Full Auto in the DW errata, this is ridiculous. As I said, I want backwards compatibility. I want to be able to take stats out of the Inquisitor's Handbook and pop the weapon into the hands of an NPC without worry that it'll fit. No knowing the BC rules (no time to dig into it yet), I'll stick to the above mentioned set-up for the time being.

Alex

ak-73 said:

But seriously: Auto Rifle has no Full Auto in the DW errata, this is ridiculous. As I said, I want backwards compatibility. I want to be able to take stats out of the Inquisitor's Handbook and pop the weapon into the hands of an NPC without worry that it'll fit. No knowing the BC rules (no time to dig into it yet), I'll stick to the above mentioned set-up for the time being.

Alex

The rules are more simplified with less exeptions. Standard Attack (Single-Shot or Strike) gets a +10 Bonus on BS or WS, Semi-Auto gets no bonus to BS and an additional hit for every 2 degrees of success and Full-Auto is -10 to BS and an additional hit for every 1 degree of success. All are Half-Actions now. I was a strong opponent of the errata weapon stats until the BC rules popped up, but now our play group is content with the mix of BC and DW rules. It's worth a try.

Of course most Weapons from the old books need revised stats, so no Fully-Automatic Soritas Storm Bolter or something like that. Autoguns are mostly used by NPC with low BS, so it wouldn't make much difference wether they use them on Full or on Semi Automatic. Under the new BC rules they wouldn't score more than 2 hits with both kinds of ROF.

Kain McDogal said:

The rules are more simplified with less exeptions. Standard Attack (Single-Shot or Strike) gets a +10 Bonus on BS or WS, Semi-Auto gets no bonus to BS and an additional hit for every 2 degrees of success and Full-Auto is -10 to BS and an additional hit for every 1 degree of success. All are Half-Actions now. I was a strong opponent of the errata weapon stats until the BC rules popped up, but now our play group is content with the mix of BC and DW rules. It's worth a try.

We already use those rules in DH and RT and they seem to work.
What is missing right now is how "bring death from afar" and the suspensor works with the new rules, 'cause we only know the new rules from the free adventure.

As the those rules make shooting and melee work the same I'd like to see a change that makes deadeye shot the same as sure strike. I like the melee variant much more.