Acquiring Skills

By pearldrum1, in Deathwatch Rules Questions

That site, so far in my life, has done more to confuse me than anything else. But, I suppose it will be a really good resource in the future.

I really use it just for book and page reference tool if I remember items or beasts name what I'm looking for.

Having almost every DH, RT, DW, BC and OW books it's quite daunting to leaf through every one when you searching something.

Edited by Routa-maa

Alright, re reading up on psychic powers and what not, and I have come up with a couple questions. Both of which I feel like I SHOULD know, and yet, the answers allude me.

1) When using a psychic power against an opponent that opposes it (ie when making an opposed test), do both the character using the power and the target make WP rolls? I guess my real questions is can someone please explain opposed tests to me like I am 8? I know that the Librarian must make a roll to determine whether or not his power has succeeded. My confusion lies in how the subject of the attack resists it. Thanks.

**Edit: I believe I found my answer to questions number 1 . - "In an Opposed Skill Test, both participants make tests normally. Whoever succeeds at his test wins. If both participants succeed, the one with the most Degrees of Success wins. If both Degrees of Success are the same, the highest Characteristic Bonus wins. If the result is still a tie, the lowest dice roll wins."

2) Avenger works essentially like a Heavy Flamer - but it only requires a successful WP roll to manifest and attack a target, right? There is no further need to roll BS to see if it hits, correct?

Edited by pearldrum1

1) If I remember correctly Unnatural Characteristics also worked some how in Opposed Tests, just don't remember how. (Books are home)

2) As it works like Heavy Flamer you don't have to make BS roll to see if you hit. Target makes Agility test to see if his hit and if he's hit other Agility test to see if he's set on fire.

Flamers don't require BS tests to hit?

Earlier in this thread, someone pointed out OPPOSED vs NORMAL tests and how Unnatural Characteristics modify the results. I believe for Opposed it adds to degrees of success (ie: Unnatural Strength x2 on an Opposed Strength test grants you 2 more degrees of success if you pass the test) and I believe it simply makes it +10 per unnatural modifer easier. So a NORMAL strength test that is normally hard (-20) would be (+0) for an Unnatural Strength x2.

... I think.

Yes, your BS 01 Cleric/Missionary/Priest (in DH, RT & OW) can run around with his lovechild (read Flamer) and burn all the heretics he want's.

Have to wait till I get home to my books to check this thing with UN and Opposed Tests.

Yes, your BS 01 Cleric/Missionary/Priest (in DH, RT & OW) can run around with his lovechild (read Flamer) and burn all the heretics he want's.

Have to wait till I get home to my books to check this thing with UN and Opposed Tests.

I just re read the rules for flame weapons in the CRB and it doesn't mention not having to pass a BS test to use. So then, what are the steps for a brother using a flame weapon? They just decide to fire it, and anything within the range of the weapon has to pass an agility test or be burned up?

Its the Flame weapon quality DW Corebook p.142 where you find this little bit of information.

" The wielder does not need to Test Ballistic Skill ; he simply fires . The flame's path is a cone-shaped area extending in a 30 degree arc from the firer out to the weapon's Range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or catch on fire."

Additionally

"When a wielder who does not possess the appropriate Weapon Training Talent fires a weapon with the Flame Quality, anyone in the area of effect gains a +20 bonus to his Agility Test to avoid damage . This bonus rises to +30 if the weapon is heavy and the wielder is not braced ."

Edited by Routa-maa

So a NORMAL strength test that is normally hard (-20) would be (+0) for an Unnatural Strength x2.

... I think.

This Test would be a difficult(-10) test. The degree a test is easier is based upon the Unnatural modifier minus one.

So a NORMAL strength test that is normally hard (-20) would be (+0) for an Unnatural Strength x2.

... I think.

This Test would be a difficult(-10) test. The degree a test is easier is based upon the Unnatural modifier minus one.

Ah, I see. Thank you.

Alright my faithful advisers, I need you.

The very first check in my game was an Awareness test. Now all of the Marines were wearing full gear so got a +20 to Per. What I did was roll one roll for each Marine and then based on degrees of success decides how much they heard or saw.

But this got me thinking, should I have rolled separately for sight and hearing for each Marine? So, in the event they didn`t see something they may have heard it, and vice versa?

Its situational

An awareness test works based on the sense giving aware the target. Different situations would give bonuses or penalties based upon many factors and what sense is being used. This is the reason there are GMs for games like this.

For instance:

A Tau stealth suit in passive mode forces a significant number of penalties for sight based awareness tests, but NONE for hearing. On the other hand, a stealth suit using silent movement could still only be heard at a fairly close range (which for space marines isn't what we mere mortals would consider close) due to the care and low volume of its movement. If it were running full tilt over uneven ground, then it would be much easier to hear at longer distances (and be easily seen as the suit is no longer trying to hide its movement with the hide skill, though any situation providing natural obstruction like smoke etc. would benefit from passive visual penalties).

Put it another way: Someone stolling down the road whistling a tune could easily be seen from 2 miles away (especially by space marines), but the person's whistling couldn't be heard. Now imagine the guy is walking down the street and you are around a corner of a building from him. You cannot see him, but since he's only a few score feet away you can hear his whistling.

Edited by herichimo

Its situational

An awareness test works based on the sense giving aware the target. Different situations would give bonuses or penalties based upon many factors and what sense is being used. This is the reason there are GMs for games like this.

For instance:

A Tau stealth suit in passive mode forces a significant number of penalties for sight based awareness tests, but NONE for hearing. On the other hand, a stealth suit using silent movement could still only be heard at a fairly close range (which for space marines isn't what we mere mortals would consider close) due to the care and low volume of its movement. If it were running full tilt over uneven ground, then it would be much easier to hear at longer distances (and be easily seen as the suit is no longer trying to hide its movement with the hide skill, though any situation providing natural obstruction like smoke etc. would benefit from passive visual penalties).

Put it another way: Someone stolling down the road whistling a tune could easily be seen from 2 miles away (especially by space marines), but the person's whistling couldn't be heard. Now imagine the guy is walking down the street and you are around a corner of a building from him. You cannot see him, but since he's only a few score feet away you can hear his whistling.

Right, those examples are somewhat different from what happened in my game, and they make perfect sense. So, let me give you some context.

My team enters a training arena and all seems fine. However, as the GM I know there is more at stake. To speed the process up I rolled Awareness tests for all of their characters as it is obvious a group of Marines inserted into a hot combat zone would be scanning for adversaries. Now, I did one test for each character. Two characters passed the test - one with 1 DoS and the other with 2 DoS. I sent private messages to each of them.

For the 1 DoS, he gleaned info about an objective based on sight. The 2 DoS got the same sight info, but also heard something farther away. Is this OK for this particular situation?

However, in a skill check that is about to happen, my assault marine is going to jump 30m into the air to scan his surroundings. I was going to roll once for sight, once for hearing, and once for smell (SW) - since his sight is going to be greatly increased because of the jump, im going to give him a situational +30, but since the jump pack is so loud, his hearing test will be at +0, while his smell without a helmet will be at +10.

Am I overthinking and over complicating this to all Hell? Haha. Thanks for the patience.