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Regelklarstellungen




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Regelklarstellungen

Beitragvon VincentWeynard » Donnerstag 5. Januar 2017, 21:00

Erstmal vorne weg:
Errata v 1.1: https://images-cdn.fantasyflightgames.c ... 20v1-1.pdf
Clarifications missed in Errata 1.1: http://40kroleplay.weebly.com/40k-rolep ... ifications

Horden im Fernkampf:
Wenn man von Horden beschossen wird (also Range Combat) ist dodgen erlaubt.

Core Book S. 360 schreibt, dass man Melee Attacks von Horden nicht Ausweichen/Parieren kann.
Ranged Attacks haben keine solche Restriktion.
Zuletzt geändert von VincentWeynard am Donnerstag 5. Januar 2017, 21:02, insgesamt 1-mal geändert.
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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Re: Regelklarstellungen

Beitragvon VincentWeynard » Donnerstag 5. Januar 2017, 21:01

Astartes Thunder Hammer
Da die Frage immer wieder aufkam aber nie am Tisch das Material vollständig war:
Der Thunder Hammer gibt +1 auf Unnatural Strength.

Errata hat geschrieben:Astartes Thunder Hammer (page 155): Add the following
to the end of the description: “A Thunder Hammer adds a
multiplier to the wielder’s Strength Bonus. (Note: A Space Marine
already doubles his Strength Bonus from his Unnatural Strength Trait.
Therefore, the Thunder Hammer increases the multiplier by one,
tripling the Space Marine’s Strength Bonus.)”
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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Re: Regelklarstellungen

Beitragvon VincentWeynard » Donnerstag 5. Januar 2017, 21:03

Das hier ist auch wichtig (Vergessen wir so ziemlich jedes verdammte mal ;P):
"Entering Squad Mode is an action that effects the group, not just an individual. If a Battle-Brother successfully enters Squad Mode all other Kill-team members within Support Range may (if they choose) immediately enter Squad Mode without using Full Action or passing a Cohesion Challenge."

"Each Battle-Brother may benefit from only one Squad Mode (or Solo Mode) ability during a given turn."

"Bionic replacements normally can only be requisitioned as replacements for lost body parts." - Wobei ich das bei Techmarines je nach Orden auch in anderen Fällen zulasse.
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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Re: Regelklarstellungen

Beitragvon VincentWeynard » Donnerstag 5. Januar 2017, 21:06

Two-Weapon Wielding
Langform in Dark Heresy Errata: http://www.fantasyflightgames.com/ffg_c ... a-v3.0.pdf

Kurzform:
Code: Alles auswählen
Two-Weapon Wielding, Multiple Attacks, Hip Shooting, Charge

Without any Talents: Full Action to attack with both weapons. -20 on Main Hand, -40 on Offhand.

Ambidextrous: Full Action to attack with both weapons. -10 on Main Hand, -30 on Offhand.

Two-Weapon Wielder: Full Action to attack with both weapons. -20 on Main Hand, -20 on Offhand.

Two-Weapon Wielder + Ambidextrous: Full Action to attack with both weapons. -10 on Main Hand, -10 on Offhand.

Two-Weapon Wielder (Ballistic) + Gunslinger: Full Action to attack with both Pistols. -10 on Main Hand, -10 on Offhand.

Two-Weapon Wielder (Ballistic) + Gunslinger + Ambidextrous: Full Action to attack with both Pistols. +0 on Main Hand, +0 on Offhand.

Using a pistol and a melee weapon simultaneously requires Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ranged), otherwise you count as not having Two-Weapon Wielder at all.

Two ranged weapons can be fired at different targets, but the targets must be within 10m of each other.

Independent Targeting: Allows two ranged weapons to be fired at targets farther apart than 10m.

Swift Attack: Full Action to attack 2x with the same melee weapon.

Lightning Attack: Full Action to attack 3x with the same melee weapon.

Swift Attack + Two-Weapon Wielder (Melee): Full Action to attack 2x with one melee weapon and 1x with the other melee weapon.

Swift Attack + Two-Weapon Wielder (Ballistic and Melee): Full Action to attack 2x with a melee weapon and 1x with a pistol.

Lightning Attack + Two-Weapon Wielder (Melee): Full Action to attack 3x with one melee weapon and 1x with the other melee weapon.

Lightning Attack + Two-Weapon Wielder (Ballistic and Melee): Full Action to attack 3x with a melee weapon and 1x with a pistol.

Dual Shot / Dual Strike: Full Action to attack with both weapons. A single attack is rolled. If successful, both weapons hit. AP applies to both, TB only once to the combined damage. A single successful Dodge/Parry will avoid both hits.

Hip Shooting: Full Action to make a Full Move and a single attack with a ranged weapon.

Hip Shooting + Two-Weapon Wielder: Full Action to make a Full Move and a single attack with two ranged weapons.

Charge: Full Action to Charge an enemy and make a single melee attack. You cannot use any Talents for extra attacks when charging.
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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Re: Regelklarstellungen

Beitragvon VincentWeynard » Donnerstag 5. Januar 2017, 21:08

Heilung, kritischer Schaden, Narthecium

Code: Alles auswählen
Healing can be confusing, thanks to the wording, so here we go.

Currently when you use first aid (as clarified by the Errata):

The character makes a test (for ALL damage from ALL sources) and the amount of health healed is applied to the character. Any remaining LOST wounds can NOT be healed using First Aid UNTIL they are healed using Natural Healing or other essoteric form of healing (call these wounds: Treated wounds). Any wounds successfully healed by First Aid may again be healed with First Aid later on without the need for Natural Healing.

Character A takes 5 wounds
Character B heals 3 wounds using First Aid
A still has 2 wounds of damage BUT these are Treated wounds now
A must naturally heal those 2 Treated wounds before they may be healed with First Aid again

Exceptions to the healing rules are (wound thresholds):
Heavily damaged characters only heal 1 wound from First Aid
Critically damaged characters only heal 1 wound from First Aid

EXCEPT

Most healing characters have talents or abilities which MODIFY the wound thresholds. These include items like the Netharcium, which increases the Wound threshold for Heavily wounded to 3 X TB, but ONLY when using that item for First Aid. Normally a character with 5 TB and 12 wounds would be Heavily wounded once he drops to 2 remaining wounds. A character with a netharcium considers this character Lightly Wounded up to 3 points into critical when using First Aid. Therefore the character will heal the full amount as long as he is not 4 or more into critical damage. The character still Naturally heals as if critically damaged, and any character WITHOUT the special equipment still count the character as Heavy or Critically damaged.

For your example:

Let us assume your character in question has a TB of 8 and 20 wounds and the Apothecary has an Int score of 40.

Using a netharcium the apothacary treats the character's Lightly Wounded threshold as 24 (8 x 3). At 2 Critical, the character counts as having suffered 22 wounds and therefore the Apothecary counts the character as Lightly Wounded and can heal him as normal.

The apothecary makes a First Aid test and rolls a 52, which succeeds (netharcium adds +20 to Medicae tests on Space Marines: 40+20=60). The apothecary will heal 8 damage (Netharcium doubles wounds healed: Int Bonus x 2) and rolls a 3 for his additional 1d5 damage for a total of 11 wounds healed.

The character heals up to 9 wounds. The remaining 11 (Treated) missing wounds can NOT be healed by First Aid UNTIL they are healed using Natural Healing, although the 9 wounds and 2 crit wounds can be. Luckily for the Space Marine he is now only Lightly damaged and will heal 1 damage a day.
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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Re: Regelklarstellungen

Beitragvon VincentWeynard » Freitag 20. Januar 2017, 16:33

Übersicht über Angriffsmodifikatoren:
Code: Alles auswählen
RANGED:
Standard Modifiers:
+30:
Point Blank range (<2m) (not if engaged in melee)
Massive target
Target surprised or unaware

+20:
Aim (Full Action)
Target stunned
Enormous target
Full Auto fire

+10:
Aim (Half Action)
Attacking from higher ground
Short range (<0,5x weapon range)
Hulking target
Semi-Auto fire

-10:
Fatigued
Attacking whilst in mud or heavy rain
Long range (up to 2x weapon range)
Target prone
Scrawny target

-20:
Attacking into melee combat (ignored if at least one character engaged in that melee combat is stunned, helpless or unaware)
Called Shot
Target in fog, mist, shadow, smoke, etc.
Puny target
Using a weapon without training

-30
Attacking whilst in deep snow
Unbraced heavy weapon
Extreme range (up to 3x weapon range)
Target completely concealed
Target in darkness

Changes from Talents/Traits/Equipment:
Accurate: Aim (Half or Full) +10
Blind Fighting: 0,5x penalties from obscured vision
Bulging Biceps: Heavy weapons always count as braced
Deadeye Shot: Called shots only -10
Frenzy: -20
Gyro-Stabilized: Extreme range counts as long range, Unbraced only -20
Hard Target: Opponents get -20 when you run or charge
Logis Implant: Tech-Use for +10
Marksman: No penalties for long/extreme range
Motion Predictor: Semi-Auto and Full Auto +10
Red-Dot Laser Sight: Single Shot +10
Sharpshooter: No penalty for called shots
Target Selection: No penalty for shooting into melee
Twin-Linked: +20

Code: Alles auswählen
MELEE:
Standard Modifiers:
+30:
Target surprised or unaware

+20:
Aim (Full Action)
Target outnumbered 3 to 1
Target stunned

+10:
Aim (Half Action)
Charge Attack
Target outnumbered 2 to 1
Target prone

-10:
Fatigued
Attacking whilst in mud or heavy rain

-20:
Attacking in darkness
Called Shot
Unarmed attack against armed opponent
Using a weapon without training

-30:
Attacking whilst in deep snow

Changes from Talents/Traits/Equipment:
Berzerk Charge: Charge Attacks +10
Blind Fighting: 0,5x penalties from obscured vision
Combat Master: Opponents get no bonus for outnumbering
Defensive: -10
Double Team: Outnumbering +10 (and a further +10 if another attacker also has Double Team)
Exceptional Quality: +5
Frenzy: +10
Hatred (x): +10 vs. x
Hunter of Aliens: +10 vs. Xenos
Litany of Hate: +10
Logis Implant: Tech-Use for +10
Master-crafted: +10
Precise Blow: No penalty for Called Shot
Scourge of Heretics: +10 vs. Heretics
Slayer of Daemons: +10 vs. Daemons
"Wir sind die Maraskaner. Sie werden adoptiert werden. Widerstand ist zwecklos."
"Borbarad ist nicht der Zorro von Aranien!"
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VincentWeynard
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Registriert: Mittwoch 4. Januar 2017, 00:11


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