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Gideon020
Apr 23, 2011

MaliciousOnion posted:

There's rules for creating daemon weapons in Black Crusade (and maybe another book) but that's about it.

Hodgepodge posted:

Also The Radical's Handbook. And I think some basic ones in Disciples of the Dark Gods.

Ah, that's annoying. Looks like I know what email I'm going to be sending to Fantasy Flight soon.

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Dedhed
Feb 27, 2005
On the topic of Daemon weapons in Black Crusade.

How are ones you get from god gifts mechanically constructed?

The daemon weapon creation chapter seems more for PCs constructing them.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
Create them in the same way you would a player-created one. You can then pile on some history of the weapon if you like.

'This is Braineater the Khornate chainaxe, once wielded by the warlord Lorgash the Unrelenting, who slaughtered the entire populace of Transtor VII in M37 to summon the bloodthirster bound within.'

LGD
Sep 25, 2004

Acebuckeye13 posted:

I'm playing in an OW game as well, and I fully agree with you regarding Ratlings. The low HP rarely matters since they're typically far off enough that no one's shooting at them, and their raw damage output is nuts. Our GM actually started using dedicated counter-snipers in our encounters to try and keep our Ratling on his toes, though I'm not sure how well that would work in your session.

I'm pretty sure judicious use of suppressing fire would also be useful, if not necessarily a panacea.

Fizziocrat
Mar 15, 2004



LGD posted:

I'm pretty sure judicious use of suppressing fire would also be useful, if not necessarily a panacea.

This is absolutely brilliant, and thank you for pointing it out. My Storm Trooper player just asked if I was going to start requiring Pinning tests (he was considering taking Fearless or some other Talent like it), and I said I would. I can't believe how powerful Pinning is! Unfortunately, the Ratling + Comrade combo only requires a Half Action to fire with a Full Aim, and the penalty would drop him to around a 90. At least it acts as a mitigator.

Zikan
Feb 29, 2004

Don't forget that he can't aim at what he can't see. I don't have my books with me, but I'm pretty sure there are rules for smoke grenades somewhere in either DH, RT, or DW that you could borrow.

LGD
Sep 25, 2004

Kharol posted:

This is absolutely brilliant, and thank you for pointing it out. My Storm Trooper player just asked if I was going to start requiring Pinning tests (he was considering taking Fearless or some other Talent like it), and I said I would. I can't believe how powerful Pinning is! Unfortunately, the Ratling + Comrade combo only requires a Half Action to fire with a Full Aim, and the penalty would drop him to around a 90. At least it acts as a mitigator.

True. But note that suppressing fire covers an area and he only can use his companion to aim if his companion is within cohesion, meaning that the companion probably would be suppressed too. And companions treat pinning tests differently than other characters (see page 200). So if he fails the initial pinning test he should also be losing the 20-30 effective BS his companion gives him unless/until the Squad Sergeant issues a Snap Out of It! Sweeping Order.

Though admittedly he can mostly get around fairly quickly by picking up the Iron Discipline talent.

LGD fucked around with this message at 14:08 on Nov 28, 2012

Liesmith
Jan 29, 2006

by Y Kant Ozma Post
There are a lot of maluses that you can apply to the ratling. Small enemies, disadvantageous ground, low visibility, holograms and poo poo, all this can gently caress up your ratman. The real difficulty isnt lowering his numbers, its making him feel like he isn't getting screwed over by all the low numbers.

I recommend that you give him things to shoot at that are REALLY hard to hit, like -60 even for him, but which are total gamechangers so if he manages to hit them then he's really helped the war effort. Things that make him feel like maybe dealing with the guys in front of him isn't the best use of his skills. The risk/reward has to be worth it to him though, and then you have to make sure that the other players dont feel like they are killing mooks while he is singlehandedly saving the imperium by shooting guys they cant even see.

LGD
Sep 25, 2004

Yeah that's a clearly a good thing to do, but the problem is that you don't necessarily want to have to worry about that balance in every combat encounter. The advantage of suppressing fire is that its something pretty much any likely opponent can do and it is something that would be perfectly reasonable for them to do in character to deal with devastatingly accurate marksman fire whose origin point they can only pin down to a general area. Its something that can organically occur during combat encounters with line troopers and be made to feel more natural than a never ending parade of special targets/opponents/shooting circumstances aimed at the Ratling.

Mango Polo
Aug 4, 2007
I've pitched Rogue Trader at my group, and they all love the idea of plying the stars in pursuit of profit and more profit.

I've picked up the Core Rulebook and the Koronus Bestiary at a friend's (insistent) recommendation. Are any of the other books particularly noteworthy additions to the core experience or are we basically good to go with those two?

Also, any tips or suggestions (never played RT before, only DMed Deathwatch twice) specifically for Rogue Trading before we start? :shobon:

LGD
Sep 25, 2004

Mango Polo posted:

I've pitched Rogue Trader at my group, and they all love the idea of plying the stars in pursuit of profit and more profit.

I've picked up the Core Rulebook and the Koronus Bestiary at a friend's (insistent) recommendation. Are any of the other books particularly noteworthy additions to the core experience or are we basically good to go with those two?

You're fine with the Core book of course. If you want additional supplements Into the Storm is probably the next thing to get as it is basically a big collection of mechanical "stuff" for basically every aspect of the game. Gear, classes, ship components, ships, vehicle rules, support for having Kroot/Orc PCs, etc. Basically the Inquisitor's Handbook/Rites of Battle of the line- not necessary but definitely the supplement to have.

The rest of the supplements tend to be a bit more focused. I like Battlefleet Koronus a lot but its absolutely not necessary unless your Explorers want to pimp their ride or you're a BFG fan/want to introduce some fleet actions.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Zikan posted:

Don't forget that he can't aim at what he can't see. I don't have my books with me, but I'm pretty sure there are rules for smoke grenades somewhere in either DH, RT, or DW that you could borrow.

This is pretty important, and important for PCs to remember too. When I was running OW during the Beta, my party flat out refused to advance on any heavy position unless they had smoke cover, and it saved their lives about three times that their enemies just plain couldn't effectively fire on them because they couldn't see. For all the system problems that crop up in the 40K RPGs, all the options for cover, suppression, overwatch, smoke grenades, and other tactics really make combat a lot more fun.

Olanphonia
Jul 27, 2006

I'm open to suggestions~
I'm going to be running a Black Crusade game this weekend with some friends. Is the general idea that if you use a hexgrid battlemap that each hex is 1 meter or is there some other amount that is used?

Polyakov
Mar 22, 2012


Mango Polo posted:

I've pitched Rogue Trader at my group, and they all love the idea of plying the stars in pursuit of profit and more profit.

I've picked up the Core Rulebook and the Koronus Bestiary at a friend's (insistent) recommendation. Are any of the other books particularly noteworthy additions to the core experience or are we basically good to go with those two?

Also, any tips or suggestions (never played RT before, only DMed Deathwatch twice) specifically for Rogue Trading before we start? :shobon:

The Core book is entirely fine to run a game off alone, but I would echo the recommendation for Into The Storm and potentially Battlefleet Koronus.

Into The Storm adds a lot of good stuff to the system, the new origin path stuff is very potent but also quite a lot of fun, especially for a group new to the system who are less likely to game it for optimisations sake. I also like the new alternate career ranks that it adds as they are nicely flavourful and everyone gets something.

If you are intending to have a game with a lot of shipboard activity and combat then Battlefleet Koronus is definitely something to consider, it really fluffs out the relatively barebones stuff in the core rulebook and adds a lot of fun and interesting options for their ship and gives them a bit of wiggle room.

I have a few pieces of advice i might offer. first being that when your crew generates their ship, be prepared to be somewhat flexible on the Profit Factor/Ship points tradeoff, there is a table for it (Table 1-5), you can end up without enough ship points to really build anything reasonable. Its difficult to do anything with the ship rules if they have to generate a low SP ship, alternatively, if they ever want to make an acquisition starting with a profit factor in the 20's is equally bad.

The second point is first, read the combat rules very carefully and check the Living erata, there are lots of nuggets hidden away that are not evident on first read, and don’t be afraid to houserule, it needs a bit of fixing and the book doesn't give you all the answers. (Trade skills are indeterminate ingame effect for instance). A personal bugbear I have is the fire rules, because it can lead to farcical episodes where you have something that cant be damaged by the fact it is on fire, but also can’t take any actions because of its effect, and if you aren’t specialised in a stat it can be very difficult to put out.

Finally, the initial generation of stats could use a bit of maintenance, allowing people a couple of swaps in their stat block means that you don’t end up with people who are totally useless at their primary job.

There are other things that I think need a bit of fixing but those are what I would always be aware of/change no matter what is going on. You have however made a good game choice, I have never not had fun in a game of Rogue Trader.

devinebovine
Sep 7, 2006

Bring corpro! What a wonderful phrase

Bring corpro! Ain't no passing craze

It means no worries for the rest of your days

It's our problem-free philosophy

Bring corpro!
I need some help finding reference material! In an upcoming game I'm planning on having an NPC psyker become a warp gate through which daemons will get to invade. The thing is, beyond nebulous mentions of "living warp gates" I haven't been able to find any good descriptions of what actually happens when someone gets possessed and then becomes an open doorway to the Warp. I'm not always terribly creative and all I can think of is an enlarged and malformed head spewing daemons out of a distended mouth.

If anyone knows of good material with detail on the awfulness that is a daemon incursion as it happens, I'd appreciate knowing where to find it.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




The next step beyond a head spewing demons would probably be an actual gate. I forget the name of the recent Space Marine Battles novel featuring the Iron Fists, but that had an open gate with demons coming through. As soon as s done remembers the name of tha one, use that for a good reference.

Pyrolocutus
Feb 5, 2005
Shape of Flame



Alternatively, turn the psyker into an actual gate/doorway frame.

And they don't die from it, of course.

Pharmaskittle
Dec 17, 2007

arf arf put the money in the fuckin bag

Yeah because it's Space Magic they don't really have to retain any kind of human shape to act as a gateway. It's more their "soul" being used as a bridge than their body, so you can do whatever with it. They could just be ripped apart and have a rift into the warp left where they were standing. I like the "living doorframe" idea though, so you should prob just do that.

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
poo poo them daemons out.

LGD
Sep 25, 2004

MaliciousOnion posted:

poo poo them daemons out.

Picard Day
Dec 18, 2004

devinebovine posted:

I need some help finding reference material! In an upcoming game I'm planning on having an NPC psyker become a warp gate through which daemons will get to invade. The thing is, beyond nebulous mentions of "living warp gates" I haven't been able to find any good descriptions of what actually happens when someone gets possessed and then becomes an open doorway to the Warp. I'm not always terribly creative and all I can think of is an enlarged and malformed head spewing daemons out of a distended mouth.

If anyone knows of good material with detail on the awfulness that is a daemon incursion as it happens, I'd appreciate knowing where to find it.

People have suggested some pretty cool ideas; this certainly seems like the area where it can be as simple as that or get really strange. It sounds like the kind of situation where all rules of reality should kinda be thrown out the window. I think the head idea is a good one though. You could play it somewhat subtly if the PC's are there as the event happens. At first his face just looks a little puffy - as a little time passes it becomes clear that his head is growing slightly larger, faster and faster. He looks pale and peakish.. and starts throwing up. But instead of vomit, it happens that there is now slime and nurglings everywhere. And his head keeps growing, now even faster. His head is almost as big as a normal man now, and it looks like he is going to vomit again - but this time he opens his massive mouth and a hand grasps his lips. A massive bloodletter starts pushing his way out, cutting the flesh and smashing through his teeth like a gate. And behind him, more just keep coming endlessly.

That might be too silly but I think it could be a fun way to play it if you are really onto the mouth imagery! It might depend on how you/your players feel about mouth horror.

Hodgepodge
Jan 29, 2006
Probation
Can't post for 211 days!
They aren't demons per se, but psykers who become warp gates in a literal sense are usually the beginnings of an Enslaver plague. I think Creatures Anathema had the details, and even if you go with daemons instead you should get some cool ideas.

Asehujiko
Apr 6, 2011
For the living doorframe idea, look to the Ritual of Summoning spell that Warlocks have in World of Warcraft.

Liesmith
Jan 29, 2006

by Y Kant Ozma Post
If you wanted to get insidious about it you could have the guy not change at all, physically. maybe give him basic warp mutations or something but he can cover them up. All being a warpgate does is make it so that daemons can materialize in his vicinity

Zoness
Jul 24, 2011

Talk to the hand.
Grimey Drawer
Pretty sure there was an anime about this

Well at least the part where the kid's head is a portal that summons things.

Why kill the character that becomes a warpgate when you can have slapstick shenanigans with that character instead?

MaliciousOnion
Sep 23, 2009

Ignorance, the root of all evil
This just in! Only War is due to be released later this month, according to Fantasy Flight Games.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

hoorayy

Manifest
Jul 7, 2007

HELLO THERE I COME FROM THE FUTURE
Oh awesome, this is the 40k RPG I've wanted since the start.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
e: whoops

Mechafunkzilla fucked around with this message at 17:29 on Dec 13, 2012

Clanpot Shake
Aug 10, 2006
shake shake!

It sounds like you want to play FATE. FATE has a fun system of inflicting stress and taking consequences and rewards rolling better on attacks. What you're doing seems... complicated.

Since when does righteous fury need to be confirmed? (note: I've only played DH)

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

That seems... unnecessarily complicated. I mean, you have added in some stuff to make it more dangerous, and then added in another mechanism to mitigate the added dangerousness which also adds an additional dice roll to the attack sequence. Why wouldn't you just raise the dangerousness level less so that you don't have to re-mitigate?

It's also weird to me that you have an issue with HP, but you have created a system where a dude can walk off like 30 damage without any impact at all. At least you can reliably wear down wounds to kill someone, if they just get lucky they can shrug off stupid amounts of damage (particularly from multiple attacks like full auto)

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Clanpot Shake posted:

It sounds like you want to play FATE. FATE has a fun system of inflicting stress and taking consequences and rewards rolling better on attacks. What you're doing seems... complicated.

Since when does righteous fury need to be confirmed? (note: I've only played DH)

You have to test WS/BS before you are allowed to add the extra d10 when you proc Righteous Fury. It's always been that way, check page 195 of the core rulebook.

I don't see why you guys think it's so complicated. You no longer have to keep track of wounds or roll for RF. There's 1 extra instance where you proc RF and 1 extra dice roll for bonus damage mitigation. That's it.

Anyway, for a guy to shrug off 30 damage he'd have to have base 15 mitigation anyway -- which only Space Marine-level guys can do. And, like I said, we're still testing and tweaking the rules, we still might change it to only double the toughness mitigation and not armor, or something.

e: on second thought, that is a much better idea. Just double the base Toughness mitigation. So, a Space Marine with 45 toughness, +4 Unnatural Toughness, and 8 AP would get 20 mitigation on a successful Wounds roll instead of 16. That's way more balanced than going from 16->32, while at the same time 4 damage potentially being very important considering that all damage is Critical Damage.

Mechafunkzilla fucked around with this message at 23:35 on Dec 6, 2012

Clanpot Shake
Aug 10, 2006
shake shake!

Mechafunkzilla posted:

You have to test WS/BS before you are allowed to add the extra d10 when you proc Righteous Fury. It's always been that way, check page 195 of the core rulebook.
Well I'll be. My entire 5-person group missed this; we just add 1d10 without another check.

Personally I prefer that, since rolling a 10 is exciting but if you then fail the second test it's a big letdown. Pathfinder has confirming crits and it's a huge disappointment.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Clanpot Shake posted:

Well I'll be. My entire 5-person group missed this; we just add 1d10 without another check.

Personally I prefer that, since rolling a 10 is exciting but if you then fail the second test it's a big letdown. Pathfinder has confirming crits and it's a huge disappointment.

Yeah, and people get really confused or forget as to whether it's another roll against the test, or against their base BS/WS. It's a bad rule.

Ashcans
Jan 2, 2006

Let's do the space-time warp again!

Mechafunkzilla posted:

I don't see why you guys think it's so complicated. You no longer have to keep track of wounds or roll for RF. There's 1 extra instance where you proc RF and 1 extra dice roll for bonus damage mitigation. That's it.

I didn't mean that it was 'so complicated' in that my brain cannot grasp the concept, it's just that you seem to have added stuff to make it more lethal, and then added other stuff to make it less lethal again. It feels like you added in the first set of stuff and then playtested a little and said 'Oh maybe this is too much lets do something else to give people a chance' instead of revising the first set of changes.

My friends are always trying to tweak rules and it always goes like that, maybe I am projecting.


quote:

Anyway, for a guy to shrug off 30 damage he'd have to have base 15 mitigation anyway -- which only Space Marine-level guys can do. And, like I said, we're still testing and tweaking the rules, we still might change it to only double the toughness mitigation and not armor, or something.

Sorry I wasn't clear, I was referencing your specific example about a guy getting hit by Lightning Attack. The guy takes three hits, but if he's lucky enough to roll under his wounds (which is not really a longshot, 20-25% chance) he can double his mitigation against all three attacks. If he is a pretty standard dude his mitigation is probably ~5 damage (easily 6, though) and so he can ignore 10 damage from each attack - 30 total. Unless the attacker was himself lucky enough to trigger Righteous Fury, his three good hits just mean jack.

Meanwhile, under the HP system, that dude would have taken 15 wounds and possibly into critical damage now. I'm not even sure this is that much more lethal, it just seems to make it more random by introducing significant chances of doing and avoiding extra damage.

Fake Edit: How does the new RF system interact with stuff like multiple shots? Like if I Full-auto on someone and succeed by both three margins of success and less than half the test value, do I get all the shots at RF? Just the first one? Just the degrees of success that are less than half the test value?

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

Ashcans posted:

I didn't mean that it was 'so complicated' in that my brain cannot grasp the concept, it's just that you seem to have added stuff to make it more lethal, and then added other stuff to make it less lethal again. It feels like you added in the first set of stuff and then playtested a little and said 'Oh maybe this is too much lets do something else to give people a chance' instead of revising the first set of changes.

My friends are always trying to tweak rules and it always goes like that, maybe I am projecting.


Sorry I wasn't clear, I was referencing your specific example about a guy getting hit by Lightning Attack. The guy takes three hits, but if he's lucky enough to roll under his wounds (which is not really a longshot, 20-25% chance) he can double his mitigation against all three attacks. If he is a pretty standard dude his mitigation is probably ~5 damage (easily 6, though) and so he can ignore 10 damage from each attack - 30 total. Unless the attacker was himself lucky enough to trigger Righteous Fury, his three good hits just mean jack.

Meanwhile, under the HP system, that dude would have taken 15 wounds and possibly into critical damage now. I'm not even sure this is that much more lethal, it just seems to make it more random by introducing significant chances of doing and avoiding extra damage.

Fake Edit: How does the new RF system interact with stuff like multiple shots? Like if I Full-auto on someone and succeed by both three margins of success and less than half the test value, do I get all the shots at RF? Just the first one? Just the degrees of success that are less than half the test value?

Each damage roll would get a bonus 1d10 since they're all based on the same "critted" test. It's what balances out the new Wound rule's strength against weaker, but multiple attacks.

Really, the point isn't necessarily to make everything deadlier, but more dangerous. Meaning, any time someone takes damage, they are going to the Critical Damage chart. At the same time, because there's no more cumulative Critical Damage, attacks' strength is always proportional to the damage they inflict. So you no longer get absurdities like a 21 damage hit on a guy with 19 wounds doing a piddly 2 Critical Damage, while the followup dinky hit of 3 wounds does a much more brutal 5 Critical Damage. So it's harder in general to get the 8-9-10 decapitation-level Critical Damage hits, but easier to get the lower Critical Damage that does things like stun, inflict fatigue, and cause permanent injuries.

Mechafunkzilla fucked around with this message at 23:58 on Dec 6, 2012

Mango Polo
Aug 4, 2007

LGD posted:

You're fine with the Core book of course. If you want additional supplements Into the Storm is probably the next thing to get as it is basically a big collection of mechanical "stuff" for basically every aspect of the game. Gear, classes, ship components, ships, vehicle rules, support for having Kroot/Orc PCs, etc. Basically the Inquisitor's Handbook/Rites of Battle of the line- not necessary but definitely the supplement to have.

The rest of the supplements tend to be a bit more focused. I like Battlefleet Koronus a lot but its absolutely not necessary unless your Explorers want to pimp their ride or you're a BFG fan/want to introduce some fleet actions.

Good to know. I'll see which parts of RT they prefer with an intro campaign, and then get whatever fits them best.

Polyakov posted:

The Core book is entirely fine to run a game off alone, but I would echo the recommendation for Into The Storm and potentially Battlefleet Koronus.

Into The Storm adds a lot of good stuff to the system, the new origin path stuff is very potent but also quite a lot of fun, especially for a group new to the system who are less likely to game it for optimisations sake. I also like the new alternate career ranks that it adds as they are nicely flavourful and everyone gets something.

If you are intending to have a game with a lot of shipboard activity and combat then Battlefleet Koronus is definitely something to consider, it really fluffs out the relatively barebones stuff in the core rulebook and adds a lot of fun and interesting options for their ship and gives them a bit of wiggle room.

I have a few pieces of advice i might offer. first being that when your crew generates their ship, be prepared to be somewhat flexible on the Profit Factor/Ship points tradeoff, there is a table for it (Table 1-5), you can end up without enough ship points to really build anything reasonable. Its difficult to do anything with the ship rules if they have to generate a low SP ship, alternatively, if they ever want to make an acquisition starting with a profit factor in the 20's is equally bad.

The second point is first, read the combat rules very carefully and check the Living erata, there are lots of nuggets hidden away that are not evident on first read, and don’t be afraid to houserule, it needs a bit of fixing and the book doesn't give you all the answers. (Trade skills are indeterminate ingame effect for instance). A personal bugbear I have is the fire rules, because it can lead to farcical episodes where you have something that cant be damaged by the fact it is on fire, but also can’t take any actions because of its effect, and if you aren’t specialised in a stat it can be very difficult to put out.

Finally, the initial generation of stats could use a bit of maintenance, allowing people a couple of swaps in their stat block means that you don’t end up with people who are totally useless at their primary job.

There are other things that I think need a bit of fixing but those are what I would always be aware of/change no matter what is going on. You have however made a good game choice, I have never not had fun in a game of Rogue Trader.

Thanks! The starting SP/Profit table is one of the things that jumped at me. The two extremes seem very limiting, so I'm thinking of simply removing them from the roll, or offering the group a balanced split. Will also take a look at the errata; hopefully nothing that can't be houseruled on the fly.

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...

quote:

(house rules for damage in Dark Heresy)

Trip report:

The rules worked really well! Combat went faster as expected, both due to being deadlier and from not having to keep track of wounds for all the PC, NPC's and enemies. It also definitely helped from an immersion standpoint that the players were identifying their targets as "the one whose foot got blown off" or "the one with the profusely bleeding head" rather than "the one who took 5 wounds last turn". Combat was also given a lot more variety due to the fact that many hits resulted in things like stun or dropped weapons from the Critical Damage table, rather than just wounds damage. Fatigue also played a bigger role, since it's the only way to take someone out permanently without a single high-damage killing hit. That said, we did wind up changing some things for balance. The rules we wound up with are:

  • All damage is now Critical Damage.
  • Critical Damage is not cumulative. For example, if a character takes 2 Critical Damage, they do not sit at "-2". Previous damage taken has no bearing on future damage.
  • Righteous Fury no longer needs to be confirmed.
  • Righteous Fury can no longer proc off of itself.
  • When attacking, a fate point may be spent before the damage roll to trigger Righteous Fury. If the damage roll is a 10, Righteous Fury procs as normal; there is no additional effect.
  • When taking damage, a fate point may be spent before the damage roll to reduce damage taken by 1d5.
  • Wounds no longer function as hit points. When receiving damage, roll d50. If the result is equal to or less than your Wounds, double your base Toughness bonus contribution to mitigation. Do this once per attacker; for example, if a character is hit three times by a Lightning Attack, roll Wounds once to see if that character gets the bonus mitigation against all three hits.

Mechafunkzilla fucked around with this message at 18:20 on Dec 13, 2012

Mechafunkzilla
Sep 11, 2006

If you want a vision of the future...
By the way, the Tzeentch splatbook for Black Crusade is really awesome.

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Clanpot Shake
Aug 10, 2006
shake shake!

I just want to point out that literally no other mechanic in DH (and probably all of the other 40k games) uses a d20.

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