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==How To Survive A Firefight== Dark Heresy has something of a reputation for being highly lethal - your average starting character has somewhere between 9 and 14 wounds at most, and most rifle-class weapons do 1d10+3 damage on a hit - but assuming your GM isn't a complete dick and your characters fight intelligently, you can generally come off very well against most varieties of human opponent, and careful planning and equipment selection can even the odds even when fighting against xenos or demons. Crucially, nobody takes as much damage as you might assume at first glance. Although the listed damage of weapons seems high compared to a character's total wounds, your toughness bonus and armour points both considerably reduce incoming damage. A starting Guardsman ignores between 6-8 points of damage from every attack, and that's assuming he's standing in the open like a gormless idiot. On top of this, one of the most commonly forgotten aspects of the Dark Heresy combat system is that everyone gets one Reaction per round, which can (among other things) be spent at any time to attempt to dodge or parry an attack, completely negating it. Although the odds of success aren't always fantastic, it's better to try and dodge that shot or parry that axe than sit there and take it! Equipment selection is also very important. Although badass characters can indeed be very dangerous even with poor gear, even a low-rank inexperienced character can dramatically improve their combat effectiveness by making prudent choices when it comes to their loadout. If an acolyte cell plans together and chooses their equipment to complement each other, they can make themselves very deadly as a team. For a start, a set of Guard Flak armour is inexpensive, commonly available, comfortably wearable by all but the most unusually weedy characters, and dramatically improves your resilience to incoming fire. Any cell of acolytes that expects serious combat should be able to at least equip all its members with a set of Guard Flak, if it can't afford anything better. When it comes to weapons, anyone can and should carry a few grenades if at all possible. Even for a character with low ballistic skill and no proficiency with grenades, all you need to do is land them reasonably close to whoever you're trying to hit. Depending on the precise situation, you might even be able to get away with dropping them on unsuspecting opponents from above or letting them roll down slopes to your foes, and they have the potential to injure multiple enemies at a time. Used properly, then can help turn the tide in a battle where you find yourself outnumbered. The cell's primary firearms should be chosen to work well together. Weapons that can fire fully-automatic and weapons that have the Accurate quality are generally your best choices. A good hit with a full-auto burst can do serious damage to enemies, but by far their most important aspect is the ability to lay down Suppressive Fire. Crucially, even if you have terrible ballistic skill and no training with the weapon you're using, your ability to suppress enemies is completely unhindered. Your burst of fire almost certainly won't hit anything, but the difficulty of the test your foes must make to resist being pinned is unchanged regardless of how well you can aim. This can give less combat-oriented careers, such as the Adept, an important role to play when it comes to a fight, where they might otherwise have been reduced to hiding behind something heavy and occasionally plinking away with some crappy pistol. High BS characters can be quite dangerous with fully automatic weapons, but should give serious consideration to using Accurate single-shot weapons, especially if they've picked up the Talents for making Called Shots at reduced penalty. Not only does an Accurate weapon grant an additional bonus to your chances to hit if you take the time to aim it, it can do extra dice of damage on a good shot - unlike a full-auto attack, this is a single hit that does more damage rather than multiple hits that are each individually subject to reduction by the target's toughness and armour. This makes Accurate weapons great at punching through the damage reduction of particularly tough enemies, particularly if combined with the Called Shot to aim for a part of the target that is less well armoured or isn't in cover properly. With appropriate weapon modifications (such as the Red Dot Sight) and a Half Action to aim, the acolyte is looking at at least a +30 bonus to hit and having a Full Action to aim raising it to +40. Most firefights will take place well within an Accurate weapon's effective short range, raising that bonus to +40 with a Half Action aiming or +50 with a Full Action aiming. Having a Telescopic Sight means that you don't have to worry for penalties for shooting at long or extreme range, if you need to go sniping. Combine these two classes of weapon within your group, and you'll have some acolytes that lay down suppressive fire and force enemies into cover and some who can take accurate potshots at the suppressed enemies to take them down with little fear of receiving effective return fire. Any foe who manages to find cover sufficient to shield him from all shots can probably be reached with a well-placed grenade. A good rule of thumb for any firefight is that if you're not in cover, all you should be doing is trying to change this state of affairs. Even if you're a tough guy in decent armour, the small amounts of damage that come through will add up if you're under fire by a lot of enemies. Take cover as quickly as you can whenever you can, and you drastically increase your odds of survival. Just as importantly, you must not be afraid of running away! The feeling that the group has to defeat every encounter that comes their way leads to many deaths. Sometimes, retreating in order to fight again some other day, hopefully better prepared, is the best option. If the fight isn't going your way - you're getting surrounded, taking too many injuries, or running out of munitions - make a break for it. A cell of acolytes is at its most dangerous if it can prepare the area of the fight beforehand. Your role doesn't always have to be offensive, kicking in the cultists' door and firing wildly, hoping for the best; if you can figure out some way to lure your enemies to a carefully prepared killing zone (for example, your cell might pose as black market merchants with whom your enemies try to trade for supplies in order to bring them out of hiding), you hold a significant advantage. Heavy cover can be prepared in advance, with machine-gunners ready in hiding to cut down unsuspecting foes; scenery where enemies are likely to try and take cover once the fight begins can be rigged with booby traps or remote-detonator explosives. You can also position your group to surround the enemy and possibly attack from above, making it very difficult for them to find effective cover in the first place. For psykers, you have ridiculously high chances of your brain exploding. Only cast if you need to, and do it with the minimum number of dice you can get away with to minimize perils. If you do cast, think carefully what sort of mind bullets you'll throw. In conclusion, equipment and cohesive tactics are what make or break an acolyte cell in a serious firefight. Although having experience, high skills and plenty of talents helps, a lack of these is more than made up for by pimped out gear and a good plan. If you have both, your cell can become a force to fear even for very well trained and equipped enemies. ===Alternate take: The Rules of Not Dying Like an Idiot in the 41st Millenium=== # Always check the body. Or destroy it. Better yet, both. # Never turn your back on an opponent. # Three reloads for your main, minimum. # Wear armour, even if it's just reinforced clothing. # Geek the psyker first. # There is such thing as overkill, just not when daemons are involved. # Take care of your weapon. # Violence is usually a good answer, but not ALWAYS the best. # Mourn later, kill the bastards now. # Always try the mundane answer first. The Warp is not the answer to every problem, and is more often than not the cause of said problem. Psykers who get too full of their own magical purple bullshit die horribly, and probably take a few of his friends with him. # Grenades aren't just for killing. Cover destrution and area denial can be vital. # Be careful when going through doors, as enemies can either be watching the door, and/or are waiting on the other side. # ALWAYS have a sidearm. That includes you, CQC RapeBlender. # Save some space in your backpack. You never know. # When in doubt, fucking cheat. (in character) # Be unpredictable. To your enemies. No one likes a LOLRANDUMB fucktard on their team. # This list is subject to change without notice. Be flexible. # With the exception of Rules 1-3, feel free to disregard any and all rules if they for some reason impede your survival. BE FUCKING FLEXIBLE.
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