Question about Swift Attack with two weapons

By Ryath, in Black Crusade

Just need a bit of clearing up as the rules for melee combat are a bit different in BC then in RT or DW. If the player is going to swift attack with the primary weapon he would make an attack roll with -20 (or -10 if he had ambidex) vs the target and get one hit for success and another hit for each degree of success up to the max of his WS bonus. With his off hand weapon does he make just one other bonus attack or can it make another swift attack?

That is a little unclear atm since the text under the heading Swift Attack (which says Lightning Attack in the text... super confused) says you can only make a single attack with the offhand weapon but the rules for fighting with 2 weapons say you can make 2 x Swift Attack or even 2 x Lightning Attack.

Basically we dont know until an errata hits.

Remember, for Swift Attack its 1 extra hit for every 2 successes, not 1 for 1 (thats Lightning Attack).

If it helps, I always used it as only a single attack from the off-hand, not a Swift/Lightning Attack.

I'm sure that the answer will be the same as when using two pistols capable of Semi-Auto. Does the second one only fire a single shot, or does it too fire a Semi-Auto burst?

HappyDaze said:

I'm sure that the answer will be the same as when using two pistols capable of Semi-Auto. Does the second one only fire a single shot, or does it too fire a Semi-Auto burst?

You are probably right BUT there is a big difference.

As far as i can tell melee is more deadly (there might be some instances of special ammo I havent accounted for) than dual wielding pistols and there is another more interesting difference. If you want to be a melee monster there is only 1 right way of doing it (if you can indeed do Lightning Attack x 2) and thats dual wielding 2 swords (since you want the bladedancer talent and you cant Lightning Attack with Unwieldy or Unbalanced weapons) but for ranged its equally viable to use 2 pistols or 1 single heavier weapon that can also auto fire.

It becomes a non-choice if you can do 2 x Lightning Attack and thats boring IMO.

if you are in melee you open yourself up to all kind of nasty sh!t. with ranged weapons you can sit in your bunker and stay in cover.

if you want 2H weapons to be more powerfull, double their Str.Bonus. They can still do Swift Attacks.If that's not ballanced engough, allow them to make lightning attacks. So it's either lightning attack 2x swords or lightning attack 1x with a 2hander with double the str. bonus.

One thing to keep in mind is: that you have an unlimited amount of npcs but every player has just one charakter. I would think that half the heretiks will die when the first Deathwatch Marine hits their little group.

vogue69 said:

I would think that half the heretiks will die when the first Deathwatch Marine hits their little group.

Considering you can make heretics who are 100% immune to even massed lascannon fire, heretics who can get 11-20 hits a round (or more if you buy that you can make dual lightning attacks), and heretics who require attackers to roll willpower at a -70% to even try to attack them (with failure = 1d5 corruption per degree of failure, so that most deathwatch chars would fall to chaos before they even got a single hit), and of course that heretics can requisition Chaos Space Marines as easily as inquisitors requisition Imperial Guard, I don't think there's much to fear...

Sounds like a job for the Grey Knights. Good luck with that.

Honestly, ever since I first read in Dark Heresy that anyone who creates a Daemonhost will be hunted down by the Grey Knights (if it becomes known), I've wanted to have a character take them on... although now that Daemon Hunter is out, I'd do so just for their delicious gear, especially since daemon weapons get a bonus if the item used to be a sacred relic of the Imperium...

Deinos said:

vogue69 said:

I would think that half the heretiks will die when the first Deathwatch Marine hits their little group.

Considering you can make heretics who are 100% immune to even massed lascannon fire, heretics who can get 11-20 hits a round

how?

Deinos said:

vogue69 said:

I would think that half the heretiks will die when the first Deathwatch Marine hits their little group.

Considering you can make heretics who are 100% immune to even massed lascannon fire, heretics who can get 11-20 hits a round (or more if you buy that you can make dual lightning attacks), and heretics who require attackers to roll willpower at a -70% to even try to attack them (with failure = 1d5 corruption per degree of failure, so that most deathwatch chars would fall to chaos before they even got a single hit), and of course that heretics can requisition Chaos Space Marines as easily as inquisitors requisition Imperial Guard, I don't think there's much to fear...

Is there really a reason, I mean specific mechanical reason, to give your enemies corruption? I dont have ready access to the book, but what happens when an opponent reaches 100 corruption?

Nightsorrow said:

Deinos said:

vogue69 said:

I would think that half the heretiks will die when the first Deathwatch Marine hits their little group.

Considering you can make heretics who are 100% immune to even massed lascannon fire, heretics who can get 11-20 hits a round (or more if you buy that you can make dual lightning attacks), and heretics who require attackers to roll willpower at a -70% to even try to attack them (with failure = 1d5 corruption per degree of failure, so that most deathwatch chars would fall to chaos before they even got a single hit), and of course that heretics can requisition Chaos Space Marines as easily as inquisitors requisition Imperial Guard, I don't think there's much to fear...

Is there really a reason, I mean specific mechanical reason, to give your enemies corruption? I dont have ready access to the book, but what happens when an opponent reaches 100 corruption?

they die

vogue69 said:

Is there really a reason, I mean specific mechanical reason, to give your enemies corruption? I dont have ready access to the book, but what happens when an opponent reaches 100 corruption?

they die

They could die, or they could turn into a jibbering Chaos Spawn, which may or not be worse than what they were in the first place, depending on whether it's a Chaos Spawn with no mental function, or one that'll want to rip your head off.

They've waffled on what 100 corruption does to an NPC imperial, but Deathwatch (the latest) states that they pretty much use the Dark Heresy PC rules -- at 100 corruption, they go to Chaos. So I rather enjoy the idea of a character that can spread corruption in such an immediate fashion.