Pain Suppressants and Critical Damage Effects

By Dezmo1218, in Deathwatch Rules Questions

This seems like a game mechanic that would be pretty darn valuable, and there's only a tiny paragraph on in the Core Rulebook, and no example.

Here's what happened last night; since it was only our 2nd session and when the KT was attacked by a handful Genestealers, everyone came out alright except for the Devastator, he took enough damage from the beasties to bring him down to -6. It was an arm/rending result, which put him prone and with 1d10 Fatigue. I had his armor inject him with pain suppressants automatically...

So, I'm pretty sure that for the 2 rounds he rolled, he doesn't feel the Fatigue for those 2 rounds, right?

Since the pain suppressants "ignore critical effects for 1d10 rounds", does that mean he wouldn't have been knocked Prone either? Also, does he ignore the critical damage, leaving him at 0 Wounds?

Just trying to understand this better, is all. Thanks!

I think the idea is that it allowd you to ignore characteristic damage, reduced movement rates, loss of use of a limb (not loss of the limb itself). Not keeping from being knocked prone or thrown back.

You ignore "Critical effects", not the damage itself. And yes, a common sense approach would be to ignore effects on the character which could be attributed to pain, such as characteristic loss, fatigue, penalties to using skills etc, but not the actuial physical effects of the weapon (so it doesn't stop you being knocked over , though you could sometimes justify that as it could be due to shock rather than the force of the weapon, or being set on fire... painkillers aren't also fire supressents).

That's what I thought. I ruled that his pain suppressants kicked in when he got knocked onto his back by the 'stealer, and it was his turn next and I allowed him to obliterate the offender with his Heavy Bolter from the ground. Somewhat cinematic and he got his revenge. ;)

Thanks all!