Telekinesis power questions

By PnPgamer, in Dark Heresy Rules Questions

The force barrage power descripes that in addition to it's own rules, functions like force bolt. My question is does this include force bolt overbleeding?

Ie you overbleed by 10, you cast 5 plus 2 extra bolts, do these bolts do the bonus damage (1d10+WB+2) inclined in force bolt, a +1 extra damage per 5 overbleed?

It doesn't say anything about that in the overbleed section of the power so I would say no.

Now queue everybody else who say's I'm wrong and those others (or the same) who say it will ruin you game forever if you overbleed both the number of bolts and the damage.

It doesn't say anything about that in the overbleed section of the power so I would say no.

Now queue everybody else who say's I'm wrong and those others (or the same) who say it will ruin you game forever if you overbleed both the number of bolts and the damage.

I agree with Face Eater that you would not get to apply the Force Bolt overbleed to a Force Blast power.

Another question, what would happen with fling if you fling a weapon like javelins or a power sword? how would these be worked in game terms?
does melee and range modifiers work with fling and psychic blade, like gang up, talents, distance modifiers etc?

PnPgamer said:

The force barrage power descripes that in addition to it's own rules, functions like force bolt. My question is does this include force bolt overbleeding?

Ie you overbleed by 10, you cast 5 plus 2 extra bolts, do these bolts do the bonus damage (1d10+WB+2) inclined in force bolt, a +1 extra damage per 5 overbleed?

You get to apply only one effect per OB level. So assumed an OB of 30, or 6 levels of OB you can either apply d10+wp bon+6 OR 7d10+wp bonus for each, or some combination that allows for 6 OBs. The only reason here to do the first option is if the target has lots of ways to resist the damage, ie. unnatural toughness or some such.

PnPgamer said:

Another question, what would happen with fling if you fling a weapon like javelins or a power sword? how would these be worked in game terms?
does melee and range modifiers work with fling and psychic blade, like gang up, talents, distance modifiers etc?

As the rule states you resolve the test as an attack. The weapon would do the normal damage of the power sword weapon (d10+5), plus the d10+1 ( power sword weighs only 3.5 kg) or 2d10+6. However, since the object is now a 'thrown' weapon, you had best have thrown-power as a weapons skill or you will take a -20 modifier on your ballistic chance to hit.

With Javelin the same applies d10+d10+1 or 2d10+1, with the appropriate weapon skill being thrown-primitive.

A Psychic blade is a manifestation connected to the Psyker… short of throwing the Psyker, you're NOT going to throw one, ever.

A Psychic blade user's abilities still work the same way for melee combat, with the exception using Willpower instead of weapon skill. Any appropriate talents such as Swift attack still require you to have the minimum WS or 35 in this case to make use of them. To be clear, having your willpower high enough and saying that's your main weapon isn't enough to qualify you for talents that have other weapon skill requirements.

Denmar1701 said:

A Psychic blade is a manifestation connected to the Psyker… short of throwing the Psyker, you're NOT going to throw one, ever.

"Nobody tosses a Psyker"

5 mins later …

"Toss me"

My GM told me that if the overbleed states an "or" in between choices, then you gotta choose, otherwise all applies at the same time.

also fling uses wp on hit.

and I didn't seek to throw the psychic blade.

PnPgamer said:

My GM told me that if the overbleed states an "or" in between choices, then you gotta choose, otherwise all applies at the same time.

I am not sure, but as written I'd go with Yes, they act just like Force Bolt. The description of Force Barrage does not specify the damage of the bolt, but refers to Force Bolt for the effects.

The problem is that it hints that way, at best. Confusion ensues.

I think it's pretty clear that the bolts in Force Barrage are not intended to do Overbleed damage. The intent was, I think, to create an option between 1) a single powerful bolt and 2) a barrage of weaker bolts. Otherwise there wouldn't be a point in having two different powers; there would just be Force Barrage with a lower Threshold.

I don't think that's pretty clear at all. If it was clear, we would't see this question pop up repeatedly, as it has.

I'll pop a question to the devs, but the last few questions I've sent haven't been answered :(

Darth Smeg said:

I don't think that's pretty clear at all. If it was clear, we would't see this question pop up repeatedly, as it has.

I'll pop a question to the devs, but the last few questions I've sent haven't been answered :(

The wording of the rules is ambiguous, but I think the intent can be deduced. There wouldn't be any point in having two different powers if one was simply an enhanced version of the other; you would simply have made one power incorporating the effects of the other as a part of overbleed.

Well, that's nothing new. You have several Talents that simply replace others as you get them, like Lightning Attack making Swift Attack obsolete. It requires a higher powerroll, so I see no reason it shouldn't just be "better" in all ways, long as you can pull it off.

Well, it's been settled:

Rule Question:
The force barrage power descripes that in addition to it's own rules, functions like force bolt. My question is does this include force bolt overbleeding?

Ie you overbleed by 10, you cast 5 plus 2 extra bolts, do these bolts do the bonus damage (1d10+WB+2) inclined in force bolt, a +1 extra damage per 5 overbleed?

Tim Huckelbery [email protected]:

No, you just get the extra bolt; they don't combine.

Hi,

Concerning Force barrage, we have a question. is the armour any use against it? because, my Rank 4 psycher is killing all my big bosses in one shot (5 to 7 bolts for 1d10+5 each, without armour. Ok he has to succedd the WILL but he is **** lucky and hit more than half of the time)

Yes, Armour works as normal vs damage-dealing psychic powers, unless the power explicitly states otherwise (like blood boil).

Some powers have a Penetration rating (like Psychic blade), and if so, they ignore a certain amount of APs, just like weapons and ammo with a Pen rating.