![]() ![]() As with the 5+ save chart any special ability provides a significant improvement in average damage, adding at least 30% more damage compared to the standard bolter profile. Once again Relentless is the most effective choice, with AP 1 in second place thanks to the ability to reduce the Defense dice by 33%. Note that the x-axis is on a different scale (stopping at 12 instead of 16) since the values on the far right are practically 0%. The results below show the effect against the target with the high Save characteristic. In general any bonus is a significant improvement over the baseline bolter, improving the mean damage inflicted by at least 10%. The low Save characteristic of the target made the abilities which focused on critical hits or reducing Defense less effective. ![]() For a lightly armored target re-rolling the hit roll is the strongest approach, with the ability to re-roll results of 1 or 2 from the Relentless ability being the strongest of all and averaging over a full point of damage more than Ceaseless which only re-rolled results of 1. We took a look at the distribution and mean damage dealt to a target with a 5+ save (Ork equivalent) and a 2+ save (Custodian). The sequence above maximizes damage reduction since critical hits only do 1 more point of damage than a regular hit, so the only time when using a pair of regular hits to nullify a critical hit makes sense is when there’s only one or fewer regular hits remaining. 2 regular saves nullify a critical hit.2 regular saves nullify a critical hit if only 1 other regular hit remaining.I automated the defense sequence as follows: To calculate that I put together a small program which simulates 10,000 attack sequences under the specified rules. Storm bolters have the Relentless trait, which allows any or all attack dice to be re-rolled.Īll of the weapons have an identical profile which allows us to investigate the effect of these special rules on the outcome of the attack.Deathwatch boltguns firing Hellfire ammunition get the Rending trait, which allows the player to convert one normal hit into a critical hit if they get any other critical hits.This also applies to Deatwatch Veterans firing Deathwatch boltguns with Dragonfire ammunition. Incursors get the occulus bolt carbine which has the No Cover special rule, denying your opponent the opportunity to convert a Defense die to an automatic success.Infiltrators get the marksman bolt carbine, which has the Lethal 5+ ability which means the weapon does a critical hit on a 5+ instead of 6.The stalker bolt rifle is AP1 by default, and is also Heavy which prevents the Charge, Fall Back, or Normal Move actions in the same activation where the operative performs a Shoot action.The bolt rifle, heavy bolt pistol, and Deathwatch boltguns with Kraken rounds are Piercing 1 (P1), meaning that on a critical hit the weapons gains the AP1 special rule and the target’s Defence value (which is normally 3) is reduced by 1.Auto bolt rifles are equipped with the Ceaseless special rule, allowing hit rolls of 1 to be re-rolled.With a profile of A4, 3+, D3/4 the basic bolter is fully capable of killing another Astartes in one (lucky) attack, but add on a few special rules and things change significant. ![]() There’s no better example of that than in the variations of the humble bolter. We covered the attack sequence and the role of cover in our previous article, but Kill Team also contains several pages worth of special rules which can substantially impact the outcome of that sequence. ![]() Primaris Kevin returns with a new Hammer of Math article, this time looking at the impact of different weapon modifiers on weapon output.Īs one might expect from a game about elite tactical units fighting against one another, there are a ton of special rules and abilities pertaining to different attacks. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |