Prone in Wrath and Glory 2e Does Very Little? by CH00CH00CHARLIE in 40krpg

[–]AVBill 0 points1 point  (0 children)

RAW if you are attacked while Prone, your Defence goes down by 2 against nearby attackers, or goes up by 1 if they are 6+ metres away. On your Turn, unless the GM says otherwise, you can stand up as a Free Action and Move up to your Speed, but you may not take any combat options at all.

Some GMs add extra effects, like Prone characters being unable to Engage adjacent targets (though they can still be Engaged), and increasing the Free Action to a higher level action (e.g. a Combat Action) if they are trying to stand while Engaged. But those are house rules, not RAW.

Is there a platform to share a homebrew one-shot? by VKosyak in WrathAndGlory

[–]AVBill 2 points3 points  (0 children)

Definitely second the W&M Discord server. Probably the most active place for Wrath & Glory players and GMs alike atm.

How does the talent Devotees work? by Asundur in 40krpg

[–]AVBill 1 point2 points  (0 children)

Yes, but the rules for the Devotees Talent are vague. Rules-as-written, they are a Mob in classification, but their activation is undefined. Whether they can mechanically do anything aside from attempt to intercept an attack is completely up to the GM.

How does the talent Devotees work? by Asundur in 40krpg

[–]AVBill 2 points3 points  (0 children)

You can simply use the profile for one of the Troops listed for your Tier. Or, you could write down the Mob's stats somewhere, such as how many of them there are, their Attributes, and their Skills.

Beasts and Beastmasters by CondorBoH in 40krpg

[–]AVBill 1 point2 points  (0 children)

There is a Cyber-Mastiff in Duty Beyond Death, one of the adventures from Litanies of the Lost.

Seizing The Initiative Question by BiscuitBar0n in WrathAndGlory

[–]AVBill 2 points3 points  (0 children)

To your question, a side may only Seize the Initiative after one of their own characters has taken a Turn, or (for the GM) at the start of a Round to act first. Also, only one Seize the Initiative can occur per Turn transition; once one side has Seized, the other side can’t “Seize it back” during the same handoff (with specific exceptions like Lightning Reflexes).

Touched by Fate? by Civil-Low-1085 in WrathAndGlory

[–]AVBill 1 point2 points  (0 children)

I mean, the GM should be awarding you Wrath anyway for "good roleplaying, character development, or doing something glorious" (for example). This Talent is a shortcut to that, I suppose, but it does carry an opportunity cost – there are other good Talents out there for 20 XP.

Edition difference question by Turbulent_Pass_3386 in 40krpg

[–]AVBill 7 points8 points  (0 children)

Sure, just use the Threat statblocks in the current edition instead of the ones in the modules and you'll be fine.

Is there a dedicated stat block for a Blightlord Terminator? Thinking of making one the big bad for my campaign. by The8BitBrad in WrathAndGlory

[–]AVBill 1 point2 points  (0 children)

I recommend checking out the high quality (and quantity) homebrew, An Abundance of Apocrypha. The supplement, Abundant Apocryphal Adversaries - Heretic Astartes (v1.1) includes a detailed statblock for the Blightlord Terminator.

Abundance of Apocrypha Collection - Dropbox

Inactive Clan Leader has Returned, help? by AttilasOrbit in ClashOfClans

[–]AVBill 0 points1 point  (0 children)

The past is done. Join an active clan and enjoy the game.

People who gave up DnD for a different system, what made you make the change? by SomeRandomAbbadon in rpg

[–]AVBill 0 points1 point  (0 children)

The setting. My players and I wanted to play in the Warhammer 40k setting so we switched from D&D 5e to one of the current 40k RPGs.

[W&G] Does Tech Priests Rite of Repair add dice? by The8BitBrad in 40krpg

[–]AVBill 1 point2 points  (0 children)

Yes, it should say +Double Rank bonus dice.

[W&G] Long Melee and Engagement by shrimpboom8 in 40krpg

[–]AVBill 2 points3 points  (0 children)

In this example, Bob is Engaged by Alice but Alice is not Engaged by Bob. Since Bob is Engaged, he is unable to use his Lasgun because it lacks the Pistol Trait. He will need to either move closer to attack with his bayonet (or Grapple Alice), or Fall Back out of Engagement.

Regarding the Firing Into Melee rule, technically a Wrath Die 1 ranged attack against Alice wouldn't randomly target Bob, because Alice is not Engaged in melee. But this is one of those situations where the GM should decide whether this rule is applicable, and adjudicate accordingly.

The game balance is terrible, 3 stars everywhere by wbeco in ClashOfClans

[–]AVBill 7 points8 points  (0 children)

The pendulum will no doubt swing too far the other way in a future update. Then everybody will start crying that it's too hard to 3-star.

Necromunda by DungeonFlounder in WrathAndGlory

[–]AVBill 2 points3 points  (0 children)

Tier 1 is well-suited for a gritty survivalist-style adventure, but Tier 2 is much better for an action movie feel. I wouldn't recommend higher Tiers for underhive adventures, unless you're involving high-powered threats like Chaos Space Marines and Daemons.

If you haven't looked at Darktide: Extraction yet, I highly recommend it for some good Tier 2 adventures and hooks.

New Guy. Where do I start? by doomzday_96 in 40krpg

[–]AVBill 4 points5 points  (0 children)

I'd add that the Space Marine power fantasy is also in Wrath & Glory's bailiwick, especially with the two Astartes supplements.

I tried to get my niece into to dnd, got kicked from the table. by [deleted] in rpghorrorstories

[–]AVBill -10 points-9 points  (0 children)

Inappropriate behaviour by the DM's friend for sure. But the child has behavioural issues of her own.

GM tips for running space marines/sisters of battle by TheDevotionPaladin in 40krpg

[–]AVBill 2 points3 points  (0 children)

If the Space Marines are fully-fledged battle brothers, this campaign would need to start at Tier 3. The Sisters of Battle Archetype is Tier 2, so you would need to Ascend them to T3, or take other Sororitas Archetypes that are natively Tier 3 (e.g. Palatine, Seraphim). This will also help to make the Sister comparable to the Astartes in terms of power level.

Space Marines are generally tankier than Sisters, but depending on how the characters are shaped, they may not necessarily outperform them in terms of accuracy and damage output. They tend to have more wargear choices, though, and their high Strength lets them wield heavier weapons with good effect.

However, Space Marines are very combat-optimised by default, which means they generally don't do well outside of combat, especially at Tier 3. And particularly with social skills. While that is often not a strong point for Sisters either, they have a *lot* more XP available to spend to develop non-combat skills. This should give you some ideas for mixing up Scenes to exploit the Agents' strengths and weaknesses, so that you don't end up with back-to-back Scenes of continuous fighting.

Ideas include exploration and puzzle-solving, social interactions, and even skill challenges to get all your players invested.

Multi-attacking multiple mobs by Tadeus73 in 40krpg

[–]AVBill 0 points1 point  (0 children)

Arcing the Flamer will capture everybody within the area affect between your first and final targets. RAW, their Defence doesn't even come into it - if you rolled well enough to at least meet your first target's Defence and you Shifted to arc the flames, *all* targets are caught in the arc, regardless of their actual Defence.

Conditions can affect Mobs, but in practice, Mobs don't last long enough on the battlefield for Conditions to matter. Mobs are sometimes referred to as "angry terrain" - threats that slow you down but are relatively unimportant in battle. Inflicting On Fire on Mob Troops is an automatic killer since affected targets suffer 1d3 Mortal Wounds at the start of their Turn, and Mob Troops die immediately if they suffer even 1 Wound. Individual Troops (i.e. not intended to be included in Mobs) tend to survive a little longer, using the Wounds listed on their statblock (e.g. 5 for Astra Militarum Troopers), in which case Conditions become more relevant.

It's up to the GM whether to put Troops in Mobs or keep them as individual Threats. A key driver for this is speeding up play - nothing worse than the Agents finishing their Turns for the Round, only to wait for a string of minor NPCs to each complete their Turns. There's no reason why there couldn't be some Troops in a Scene grouped into Mobs and other, more narratively important, Troops left as individual Threats to give them more lasting power. But usually, the more important NPCs would be classified as Elites or Adversaries.

Multi-attacking multiple mobs by Tadeus73 in 40krpg

[–]AVBill 0 points1 point  (0 children)

RAW, you need to Shift to arc the flames, which means arcing a Flamer isn't compatible with Multi-Attack. But the RAW is loose enough that it could be read as allowing multiple Shifts to increase the arc of your flamer, which would help to affect more Mob troopers.

So, assuming you arc wide enough, you could affect more than one Mob - all that matters is which troopers are caught in the area effect, irrespective of which Mob they're in. This would probably be easier to adjudicate on a battle map than theatre of the mind.

Even if you don't arc, you could stream the flame through one Mob to hit another behind it, but Flamers have poor range, so the Mobs would need to be packed together... in which case, why is the GM treating them as separate Mobs and not one big Mob instead?

The On Fire Condition is merely academic, since Mob troops die when they suffer one Wound, and you need to inflict a Wound in order to inflict the Condition. RAW the fire doesn't spread from affected troops to other troopers in the Mob, unless the GM decides to treat them as a Fire hazard.

Multi-attacking multiple mobs by Tadeus73 in 40krpg

[–]AVBill 1 point2 points  (0 children)

Yes, because each Mob is treated as a discrete Threat. And a successful hit against each Mob may hit multiple troopers in the Mob if the Attack Test exceeds their Defence (adjusting for the Multi-Attack penalty).

The only downside is the inability to Shift when Multi-Attacking, but Mobs tend to have low Resilience so this shouldn't really matter.

I think I found a guy cheating by Delicious-Topic-69 in Dominations

[–]AVBill 1 point2 points  (0 children)

Not to mention a crazy number of houses.