[X]
Nadia's Plan. Why waste time and blood forcing a door when you could instead find a key? Surely Bore has some way to narrow down the search.
Admirable as Ciro's confidence in us is, we are not all so resilient as he.
As we use wrath and glory rules, Ciro's plan is a terrible idea.
I disagree, simply because of the fact that we have Ciro around as a beefy target to take fire. If we can manage the Biomancy for it, we can get up to Resilience 11 too. I'm not voting for it, but I don't think it's nonviable.
I like Ciro so far. He didn't call anyone "mortal" or "xenos witch". Ciro calls us "free man" and makes point to include us in the group's decisions. He seems nice.
Is it weird that out of our 'comrades' I trust him less than anyone else precisely because of that reason?
Edit. Actually, can someone familiar with the system estimate how tough are we against bullets or las turrets? Will we die in one shot or can we tank a bit if we fail?
How many hits can we take? A brief primer on damage and resilience in Wrath & Glory
The basic weapon stat line has 3 numbers relevant to damage calculation:
Damage: the base damage of the weapon.
ED: extra damage dice that are rolled like a Test, with each icon indicating another point of damage. Extra 6s on the attack roll past the target's defense can also be shifted to add 1 more ED each.
AP: armor penetration, which is a modifier applied to the defender's resilience.
Our resilience is 7 (Toughness 3 + flak coat). With biomancy we can toughen ourselves to resilience 11. We have 8 Wounds and 7 Shock maximum, with 4 dice worth of Determination.
A weapon attack goes like this:
1) The attack is rolled vs. our defense. Extra exalted icons (6s) can be shifted from the attack to add extra ED in the next step.
2) The ED dice are rolled and added to the weapon's base damage.
3) The weapon's AP reduces our Resilience. All the damage
over our modified Resilience is applied as Wounds.
4) We can roll Determination; each icon rolled there allows us to convert one of those incoming Wounds into a Shock.
Let's compare these to a range of imperial firearms, assuming no shifted 6s for additional ED (this is not a good assumption, but we can't really predict them; call them 1-2 extra damage on random attacks)
At our base resilience (7):
vs Lasgun (Damage 7+1ED, AP -) after Resilience, we'll only be taking the ED in wounds. It's not great to get shot, but we can probably take half a dozen lasgun shots or more before going down.
vs Boltgun (Damage 10+1ED, AP -) after Resilience, we'll be taking 3+1ED in wounds, and the
brutal trait makes a boltgun's ED hurt more. It's probably 3-4 shots before we go down.
vs Heavy Bolter (Damage 12+2ED, AP -1) after Resilience, we'll be taking 6+2ED in wounds, and it also has the
brutal trait. It also gets 4 extra ED within 18 meters, for a total of 6+6ED [brutal] damage after resilience. We'd be leaning on Determination to not go down on the first shot, and have about a 25% chance of success.
vs Meltagun (Damage 16+2ED, AP -4) after Resilience, we'll be taking 13+2ED in wounds. The melta trait also makes it effectively brutal within 6 meters. The upside is that maybe our new life as a vaguely-psychic vapor will be a good one?
At our resilience buffed by biomancy (11) [this is probably tied with Ciro, though he could be tougher]:
vs Lasgun (Damage 7+1ED, AP -) after Resilience, we're not taking wounds unless there are at least 5 damage on the ED. Lasguns can be ignored while buffed.
vs Boltgun (Damage 10+1ED, AP -) after Resilience, we're taking the damage from the ED only if it rolls a 5 or 6, because of the
brutal trait. They can chip at us, but are not a strong threat while buffed unless we flub the sustaining powers check.
vs Heavy Bolter (Damage 12+2ED, AP -1) after Resilience, we'll be taking 2+2ED in wounds, with
brutal. It also gets 4 extra ED within 18 meters, for a total of 2+6ED [brutal] damage after resilience. This hurts but we can probably take a shot. We don't want to take a second.
vs Meltagun (Damage 16+2ED, AP -4) after Resilience, we'll be taking 9+2ED in wounds. The melta trait also makes it effectively
brutal within 6 meters. This is still not a good amount of wounds for someone with a maximum of 8 to take. We have an
okay chance to not go down on the first shot via Determination, but still... don't get shot by meltaguns.
This isn't a full explanation, but I'm sure Maugan will give a combat tutorial when we get into it. The main things to know are: each point of resilience or damage is better than the last, because it's flat addition/subtraction. And without buffs we are at least somewhat vulnerable to every gun in the game. The flak coat is better than nothing, but Enzo is not someone who wants to be taking fire.