Errata/Faq thread

jack_px
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Re: Errata/Faq thread

Postby jack_px » Tue Oct 09, 2018 1:42 pm

BarnOwl wrote:PS:

When rolling an Exalted Icon on the Wrath Die, you get a point of Glory and a Crit, even though you shift the die. Do you also get two Icons, even though you shift?

When you shift you lose the icons

jack_px
Posts: 88
Joined: Thu Aug 16, 2018 8:49 pm

Re: Errata/Faq thread

Postby jack_px » Tue Oct 09, 2018 2:01 pm

BarnOwl wrote:
(1) - Are Ruin actions free actions?

- The Tactical Advance Action (p. 212) allows you to move from one piece of cover to another piece of cover, in exchange for halving you movement. According to my knowledge, you have cover if you end your movement in cover. Aside from the case where enemies have a Hold action to shoot anyone who leaves a specific piece of cover, when would this movement ever be preferable to using normal movement to go from one cover to another?


(1) yes they are and for what i understand, you can even declare them out of the npc turn in question.

(2) honestly the tactical advance action doesnt really have any use to me, because this action lets you move only half your move, and if you use a tactical map this means (if you are a human) that you could only move 2 squares...,so the two covers should be almost adjacent to each other.

BarnOwl

Re: Errata/Faq thread

Postby BarnOwl » Tue Oct 09, 2018 3:38 pm

Thanks for the reply. Concerning the Ruin Actions, I can add that they are used right after a PC turn, according to p. 407 of the Core Rulebook. So it could be performed, even though the players Seize the Initiative, so that the Ruin Action is performed right after the first PC turn but before the turn of the second PC :twisted:

Malckuss
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Re: Errata/Faq thread

Postby Malckuss » Mon Oct 15, 2018 3:46 am

I cannot seem to find the Power field trait in either the pdf or the errata.

WhiteKnight416
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Location: Toronto, Ontario

Re: Errata/Faq thread

Postby WhiteKnight416 » Mon Oct 15, 2018 1:28 pm

Malckuss wrote:I cannot seem to find the Power field trait in either the pdf or the errata.


Because it isnt a trait, it's a keyword, I made the same mistake and it had me hung up as well.

Right now the effects of the power field are built into the stat block, any effects beyond that are up to the GM to adjudicate as they see fit. Future expansions may add more function to the keyword

Malckuss
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Re: Errata/Faq thread

Postby Malckuss » Mon Oct 15, 2018 2:42 pm

WhiteKnight416 wrote:
Malckuss wrote:I cannot seem to find the Power field trait in either the pdf or the errata.


Because it isnt a trait, it's a keyword, I made the same mistake and it had me hung up as well.

Right now the effects of the power field are built into the stat block, any effects beyond that are up to the GM to adjudicate as they see fit. Future expansions may add more function to the keyword


I made a similar observation to the player who pointed it out to me, but we both found it so odd we couldn't find any description for it in either the booke book or the errata that I figured a query was in order.

WhiteKnight416
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Location: Toronto, Ontario

Re: Errata/Faq thread

Postby WhiteKnight416 » Mon Oct 15, 2018 2:59 pm

Malckuss wrote:
WhiteKnight416 wrote:
Malckuss wrote:I cannot seem to find the Power field trait in either the pdf or the errata.


Because it isnt a trait, it's a keyword, I made the same mistake and it had me hung up as well.

Right now the effects of the power field are built into the stat block, any effects beyond that are up to the GM to adjudicate as they see fit. Future expansions may add more function to the keyword


I made a similar observation to the player who pointed it out to me, but we both found it so odd we couldn't find any description for it in either the booke book or the errata that I figured a query was in order.


Understandable, as written W&G core book only provides the most basic primer on 40k lore, this can be a good or a bad thing, but most importantly it requires a GM who is fairly well versed, or at least has as good a grasp as their players.

warhammerfrpgm
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Re: Errata/Faq thread

Postby warhammerfrpgm » Mon Oct 29, 2018 12:39 am

Hugh Salamando Filth wrote:
Yuven wrote:
Radwraith wrote:All the weapon ranges are unrealistically short, I am guessing this is done for gameplay reasons

I imagine so, too.
99.8% of RP fights all happen within close quarters.
Weapons usually should reach everyone involved.
But there needs to be a dis-/advantage for actors on greater range.
(Playing Snipers in any RP is actually quite the annoying task, for both the player and the GM.)

Also, the GM doesn't need to set a scene for a 300m combat zone.
And battle maps would have to be either massive, or greatly scaled.


While I appreciate the sentiment on not desiring a 300m combat zone, we are planning on playing at a gaming store on saturdays in the late AM to afternoon. we will be using an 8ft by 4ft warhammer gaming table. character stuff can optionally be at a nearby regular table to declutter the game map. and in reality I have run wide open games before with characters wanting desperately to be able to let the supreme elven archer shine in D&D before. combo of abstraction and minis.

in this case the real challenge is that the tier1 party will have a chimera transport being part of an armoured cavalry regiment. So I will have some semi abstract and semi mini centric vehicle battles for them. I don't own any ork vehicles, much less all the new kool ones that I would have to houserule into the game. The Vehicle will be a central benefit for them in those instances where they can use it. but it won't always be there. So it will almost be like i will need lots more or some tougher enemies when I know they will be in the Chimera, and lesser numbers when they aren't.

warhammerfrpgm
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Re: Errata/Faq thread

Postby warhammerfrpgm » Mon Oct 29, 2018 1:08 am

Soviet Conscript wrote:
In Pathfinder or similar fantasy systems the role of a "sniper" is pretty much a non-starter and ranged specialists will usually stick close with the party and combat does not really incorporate the sniper aspect. But in Warhammer 40k (or any "modern combat" RPG) it is a much more real concern.

The point ecactly. I'm not blind to the fact that lower weapons' ranges may actually be more streamlined abd managable from the gameplay view. I tend to actually agree with that assaumption. But Wrath&Glory is set in the WH40K universe and per established lore lasguns/lascarbines are generally described as having an effective range of 300-500 meters and bolters as having an effective range of several hundred meters.
PS: As an example imagine a roleplaying gaming system themed around modern day combat, with AK47s range listed as being no more than 80 meters, M16A4"s - as being no more than 90 meters and Barret M82s - only 300 meters. For the sake of more streamlined grid-based combat system. Wouldn't you than voice your protests over such decision ? ;)


I agree with this whole heartedly. we can solve most things though simply by doubling the standard range of most ranged weapons. and then add in a range category of extreme(double long) with +4DN to +6DN(not sure which). So now the humble lasguns go from 24m(close)/48m(medium)/96m(long) to 48m(close)/96m/192m/384m. Flamers shouldn't really be doubled. Not sure about shotguns. they have always be very short ranged weapons. but you may know better than me.

By the way if you made it +6DN then it couldn't even be attempted by a tier 1 or tier 2. also if it were at night(without nightvision equipment that is), or foggy, terrain partially obscuring, heavy rain, smoke, other complications, then all those longer range shots become impossible.

The downside of all those rifle armed characters becomes when the enemy melee actually makes it to you. You may thin out numbers at a distance, but if you get surprised and your down to a lasgun with a bayonet rig against several orks with choppas then your still in deep shit. and this is where the melee folks are essential. they are the ones using their pistol ranged weapons or using commands(if leader type) to inspire the guys to help alleviate shock.

Granted for me. I will probably go with doubling ranges. My players will have a Chimera out the gate(armoured cavalry special weapons squad+helpers)and having a vehicle will open up the table. I will also be fixing vehicle speed. Oh, and Thanks for your expanded Vehicle Armoury. I ended up giving the Chimera an extra wound as it has more wounds than a rhino in tabletop, and with it being an armageddon variant with armageddon regiment benefit gave it one extra resilience to simulate 8th edition armageddon tabletop benefits. Still Not sure if I should give the soldiers the Armageddon Rapid Fire benefit of increased range to rapid fire(would make it 36m under current ranges and 72m under doubled version. it may make them very deadly as the enemy closes.)

warhammerfrpgm
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Re: Errata/Faq thread

Postby warhammerfrpgm » Mon Oct 29, 2018 1:13 am

Radwraith wrote:The way you handle long range combat is fairly straightforward: The Gm determines at what range the encounter starts and what conditions exist. (Enemy in cover, mines, etc.) since a character can typically cover about 18-24 M per round at a sprint. so divide your range into 20m range bands. Players may either conduct normal actions in their current range band (Crouch behind cover, shoot, or whatever.) or they may choose to close/open a range band. (Or more if the players have a jumpack or are mounted in a vehicle!) Now you don't need a "Big complicated map", you just need a piece of loose leaf paper to track the groups range from each other. Once two groups (Or even individual character's) enter the same range band THEN you go to your battlemap. (if a 20x20 battlemap isn't too much for ya!) Of course the Gm will have to stipulate things like obscurement and line of sight to decide if shots are even possible. But that's their job anyway!



This. All of This. I love every bit of the 20m increments. especially with me doing a group of armoured cavalry troopers. I hadn't figured out how I was going to do it to make it super easy. It had been a long time since I had a d&d elven long range sniper to GM for.


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