Regarding Unnatural Aim

By Humanas, in Dark Heresy Rules Questions

from the errata:

The description of Unnatural Aim on page 168 should read: “…any ranged attacks you make count as being made at point blank range (+30 to hit).” changed to “…any ranged attacks you make get a +30 bonus.

So now it goes:

Round 1

Unnatural Aim (half action) + moving at Point blank range (another half action)

Round 2

Combat shotgun Semi auto for a total modifier of +70 (actually +60 cos that's the limit)

PROFIT

Is this right? I mean Unnatural aim stacking with point blank range for a total +60?

Sounds legit and terrifying!

Much less terrifying than firing shotgun at extreme range and counting it as point blank (which would happen before errata). Now that's profit!!!

ShadowRay said:

Much less terrifying than firing shotgun at extreme range and counting it as point blank (which would happen before errata). Now that's profit!!!

but also you gotta keep in mind that with a steady +30, that isn't modified in any way(just like range modifers and other situationals), enables a character to reach +60 bonus with almost no effort.

half action using the power, then aim, (+40)

on next round use full-auto attack (+20)

ouch.

Yes, but the opponent can charge you on his turn in which case you will be engaged in melee and loose the bonus for point blank.

This works very nicely with Accurate sniper weapons. e.g. at 70m, half round to activate (+30), full round aim (+20), short range (+10) = +60 to hit and a high chance of +2d10 damage.

Zakalwe said:

This works very nicely with Accurate sniper weapons. e.g. at 70m, half round to activate (+30), full round aim (+20), short range (+10) = +60 to hit and a high chance of +2d10 damage.

aiming with an Accurate weapon will give you +20% on a half action aim and +30% on a full action aim.

Unnatural Aim +30

Half Action Aim w/ Accurate +20

Red-Dot Sight +10

Even easier, max the bonus. (oh, I guess I'm assuming you have Marksman or a telescopic cybereye, to negate range penalties)

Phi6891 said:

Zakalwe said:

This works very nicely with Accurate sniper weapons. e.g. at 70m, half round to activate (+30), full round aim (+20), short range (+10) = +60 to hit and a high chance of +2d10 damage.

aiming with an Accurate weapon will give you +20% on a half action aim and +30% on a full action aim.

Thanks, looks like I've been overlooking the +10 for accurate weapons all campaign. My Assassin will be happy (even if he does prefer it up close).

Better still => Divine Shot power (Divination, free action) + Lascannon or a Meltagun = automatic hit, no dodge allowed, and pretty often an instakill.