Hey everyone, just had my first combat-heavy session with Deathwatch, and although we spent a lot of time (too much, really!) as a group looking over some rules, I think we learned a lot and next session will go a lot better. That being said, naturally I have some questions that need clarification! Some are technical and others are thematic, so bear with me.
Q #1) On page 102 of the Core rulebook, under the Medicae test, it says, "A successful Medicate test removes… 1 damage from heavily or critically damaged characters," as a full round action. Doesn't this contradict the Critically Damaged section of page 262 where it reads, "Critical damage does not heal on its own--it requires medical attention. With rest AND medical attention, a character removes 1 point of Critical Damage PER WEEK?
Q #2) I can't seem to find clarification for this: When a horde engages a Space Marine in melee, is the Space Marine considered to be "outnumbered" (3-to-1 bonus), thus giving the horde a +20 on their weapon skill tests to hit the Space Marine?
Thematic Questions:
Q #3) My characters were fighting a squad of Chaos Cultists and their Lesser Aspiring Champion (a buffed Chaos Cultist). The Librarian managed to make quick handy work of the Champion (much to my chagrin) in 1v1 melee combat without taking a scratch. However, the Librarian knocked him down to 2 wounds and I decided he would rather attempt to take down his enemy with him, than leave the killing blow to the Astartes. He pulled out a Astartes Frag Grenade and screamed some profane curse and then committed suicided. Afterwards, however, I realized that the damage of a frag is a measly 2d10 (which naturally did nothing to the Librarian, since I only rolled a 15, which is still an impressive roll!). My qualm is that this made me realize that the frags are nigh useless versus anything that isn't a horde. Simultaneously, what if I had a horde of Chaos Space Marines (example) that had almost the same TB+Armour as the Space Marines? Why would they suddenly take massive amounts of casualties, when a single grenade does basically zero damage to them individually? I'm just a bit confused as to the mechanics of this grenade…
Note: I would never throw an Elite horde against my SM's… unless I'm having a particular bad day (:
Q #3a) Throwing Grenades and missing. Is there a better system to account for drift? Would doubling the distance numbers be sufficient? Tripling? I think I remember seeing a topic about this, but the FFG Search hasn't been working for me for the last few days…