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woops! PCs AP too high...


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#21 Adeptus-B

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Posted 03 February 2014 - 11:18 AM

Okay so next combatis 2 gun servitors, one armed with a grenade launches with a couple of kracks and some frags, the second with a heavily flamer supported by three arbitrators in a winding collapsed building in the underhive. Throw in some pits and other hazards and hopefully we will have a tactical, threatening combat on our hands =D

Cheers for the info guys, been reading it all fearfully and I'll keep you posted on how the party finds my new challenges!

 

Ah, but here's the thing: won't that combo Auto-Kill the rest of your PCs who didn't MinMax? The non-Power-Gamers in your group shouldn't be punished because one guy decided to milk some broken rules...


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#22 Darth Smeg

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Posted 03 February 2014 - 04:18 PM

I went with the wreckers as suggested by Gregorius in the thread I linked to earlier.

 

A bunch of guys with webbers to immobalize him, then run in with the las-cutter :D

 

The trick is to know your enemies. The guys springing the ambush know there is a highly armoured tech-priest, right? So they stick a mag-adhesive melta-bomb to his ass. Dodge that :D


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#23 Quoth

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Posted 03 February 2014 - 08:24 PM

Mmmm, I wouldn't say it was outright unfair to the rest of the party. The krack user is set to target the tank and not waste its small number of rounds on the softer targets, the heavy flamer is as dangerous to all the party as it is to any individual and the others are mostly there to play cat and mouse and move the party through a dangerous maze where the risk is as high as your care is low. At least, that's the aim.
Great thing about kracks is no burst so they will (in theory) only affect the tank. One of the party uses a hand cannon with three of one round type and three of another, spending actions to skip rounds or alternating as he fires. I plan to do the same thing with the launcher with 3 krack and 3 frag.


Much as I would LOVE to strap a sticky melts bomb to his as, he might take offence =P

#24 ColArana

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Posted 03 February 2014 - 08:46 PM

Other suggestion (well, more an expansion of one I already gave):

 

Throw a Psyker with Weapon Jinx against the party. That power is the absolute bane of a Tech Priest-- it's literally stated in the power's description that Tech Priests strongly dislike Psykers with that power (more than usual) and for very good reason.



#25 Darth Smeg

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Posted 04 February 2014 - 01:05 AM

Much as I would LOVE to strap a sticky melts bomb to his as, he might take offence =P

 

That should be "his shiny, metal ass", and taking offence is kinda the point ;)


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My House Rules for using Only War (and more) for Dark Heresy games


#26 Keffisch

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Posted 07 February 2014 - 08:19 AM

This game needs "corrosive" weapons.. ;-)



#27 Quoth

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Posted 07 February 2014 - 08:32 AM

This game needs "corrosive" weapons.. ;-)

Hell yes!

I tried talking my party into a similar thing to this but there was a bit of an uprising.



#28 Kshatriya

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Posted 07 February 2014 - 04:22 PM

This game needs "corrosive" weapons.. ;-)

If you want corrosive weapons you need a better/more viable economic subsystem.



#29 Cobramax76

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Posted 07 February 2014 - 06:40 PM

Surprised im the one to mention it but...simple answers...PLASMA GRENADES and MELTABOMBS/GRENADES..lol



#30 Darth Smeg

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Posted 08 February 2014 - 03:28 AM

Meltabomb stuck to the Tech-Priests Shiny Metal Ass is a very good idea. 

 

A trio of trained grapplers team up to pin him, one of the slaps the magno-and-glue-adhesive melta to his ass, and they manoeuvre him of the top of a staircase. The tech priests rolls down as the timer ticks, so he probably won't even have noticed the bomb, much less be able to remove it, and it takes him and the blast range conveniently away from the grapplers :)

 

I did this to the tech-priest in our group. It was hilarious. He lived...


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Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#31 Quoth

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Posted 08 February 2014 - 09:04 AM

 He lived...

 

Story of my life...



#32 Superraiderman

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Posted 25 July 2014 - 02:37 PM

Armor is not very effective vs Psykers and krak grenades always work so well too



#33 Gregorius21778

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Posted 26 July 2014 - 01:13 AM

So at the beginning of the campaign, the party started a few ranks in and 1000 thrones. The tecky of the group picked up armour crafting skills and talents giving him about a 80 to roll against before buffs/pens, then he made best quality carapace armour with a shield giving him 12-15AP in various locations.
Part of this was due to a misunderstanding of the rules and his feverish defense that its cheaper to make something than straight up buy it. But hey I can live with it.

The problem is, he soaks pretty much all damage from any none heavy weapon, meaning combat is pretty stuffed.
I want to know ways to threaten him, without resorting to weapons that would out right kill him if they pen'd (MP lascannon for example) and still offer a fun gaming experience for the rest of the group. The only thing I have found is that an unarmed attack deals 1 level of fatigue, so he can be punched unconscious.

Any ideas?

Please can you explain how this "12 -15 AP carapace armour with shield" exactly comes up to live? I remember carapace armor, I remember  "best quality" but I do not see how it comes up to this.

This "80s roll" is something I do not get, either. Is he actually having a force field?



#34 segara82

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Posted 26 July 2014 - 03:27 AM

The 80's is for his roll on Trade Armourer. I guess Int50 and Trade Armourer +20 and Talented

 

I asked him too and he ment that the TB is included. So from RAW i'g guess TB 5 + 7 (BQ Carapace Armour)

with another + 4 (Lockshield) for one arm, body and Legs/Head.

Said shield can be found in the Book of Judgement, page 66.

If you want to powerplay put on an Enviromental Body Glove (Inquisitors Handbook, page 151) to gain another point on all locations.

That would give you 13-17 points of soak, modifyable by Pen.


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#35 Gregorius21778

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Posted 26 July 2014 - 04:32 AM

The 80's is for his roll on Trade Armourer. I guess Int50 and Trade Armourer +20 and Talented

 

I asked him too and he ment that the TB is included. So from RAW i'g guess TB 5 + 7 (BQ Carapace Armour)

with another + 4 (Lockshield) for one arm, body and Legs/Head.

Said shield can be found in the Book of Judgement, page 66.

If you want to powerplay put on an Enviromental Body Glove (Inquisitors Handbook, page 151) to gain another point on all locations.

That would give you 13-17 points of soak, modifyable by Pen.

I see, thanks for pointing it out!

So... TB:5;  A best quality strom trooper carapce (AP:7 overall) and a nearly man-sized riot shield providing an additional +4 AP, comming upt to 11 when applied.

That is really hefty when brought to battle, but as already mentioned that is not a loadout you carry around all day long without drawing attention. We are talking "full scale civil riot Arbites Loadout" here. As GM , I would make sure to describe how people get uneasy as they see the group coming and people leaving quietly. If strangers dressed for war come in....

Anyway, I once had some nice combat encounters written...let me there were I have them and if they will suit your needs here... (more to come)



#36 Gregorius21778

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Posted 26 July 2014 - 05:04 AM

If they are prepared for war, you need to give them hell.  If the scenario/type of enemy allows for army-type-squads, a send in 7 to 12 guys in Guard Flak Armour and arm them with Krak Grenades (Pen:6; 2d10+4) and one of them even with a grenade launcher. 
I would assign Armageddon- Patter Assault Rifles with Stubber ammo, too.

Trained Professionals: Allow them +2 Ini Bonus if the pc are a) on the defenses and  b) your pc´s "Commander" does not pass an Ordinary Check on "Tacticae Imperialis".  Don´t forget to give them  BF to allow for “Mighty Shot” (and the added damage bonus).

======================
If you are up against ugly mutants, make them really ugly.  A brute with ST 48 and T: 48 that comes with Unnatural Strenght and Toughness should give your group at least some headaches. Give hime some scraps of patch armour (flakk 2) and heavy medivial helmet (primitive 5). Make him really big,so you can justify high amount of wounds (20 or 25; which was declared “human maximum” in “Ascension”). Give him "Fear 1", just for the case. And use WS of at least 36. Add "Crushing Blow". Put a chain axe in his hammy fist and we are talking 1d10+14//AP:2 damage “total” here, with the tearing quality.

Make sure his "friends" are with him, because he will not last long otherwise. A dozen mutants, a third of them throwing fire bombs (AP:6). Not for the damage. No matter how mad your pc are, they cannot simply stay still in fire. Even if the do not get damage, the fire eats up there air, a fatigue level per round they volunteer to stand inside the fire is totally alright!. If they move out, it is a chance for "Biggy" to close in.
Add a "wyrdling" somehwere who got "Weapon Jinx" and a Psi-Power of 2. Give him a decent willpower  so he can "overbleed" and therefore cause 2 or three weapons to Jam. More time for biggy and friends. And will the pc spot him? He does not need to look different then the other mutants, a hard (-20) Test on “Forbidden Lore(Psyker or Mutants)” could do the trick, so. Add one to three hounds charging the pc. They deal with them or they "jump them". Even if there teeth can´t hurt them, a large dog jumping at you full speed is totally able to just send you flat on your beg (treat it as a take down if the characters do not pass  Strength test). More wasted time for getting up.  If they "shot them like the dogs they are", it is more fire distracted from biggy and the boys.

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If you fight scum and cultists, the attention those “heavy gears snooping around” draw justify to put a “Judge Slayer” in the hands of a number of the guys they are after (not all of them, mind you!). That will at least help a little AND those things are neither rare nor all to expensive. So, go ahead and have every forth or so have them. Again, Firebombs are your friend so one would need to expect a fight to have them. Like, if you are up to go on a riot or to set an ambush or if you put some last-ditch affords into the arsenal to defend your hideout against the attackers
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A point  no GM ever seems to use (and sure no FFG mission so far): have the enemies TURN AND RUN! No, really. Hideouts have secret exits, perhaps. Plan one mission were the characters come to the lair, charge in and have and see half of the cultists/recidivist/what ever TURN AND RUN. Now have the characters run after them and give them instead of a “final fight showdown” a wild chase to capture as many of the cultists as possible. Be sure to prepare an environment, turns and tweeks, things that get in the way and give the characters a chance to follow. Have SOME “enemies” be mad, stupid or shocked enough to stand and fight for (another) round or two so the other get a head start. The characters might shot some down.
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Weapon servitors are no bad choice, either. Heavy Stubbers are a good start, close combat servitors are, too.

And again...make sure to take the fact that the character is totting a towering shield along into the description of any scene. You do not need to pester him unnecessary, but  FAIR AND SQUARE such things should make a difference. Even in the GRIMDARK40K.



#37 ColArana

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Posted 26 July 2014 - 03:03 PM

On the topic of shields, is it possible to use the Disarm talent to disarm an opponent of their shield, as opposed to their primary weapon?



#38 segara82

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Posted 26 July 2014 - 03:22 PM

By RAW: Yes.

The shield still counts as a close-combat weapon and therefore the Disarm-Talent would be useable.


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#39 ColArana

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Posted 26 July 2014 - 03:35 PM

Well then, if you're throwing melee characters at them, that might be one easy way to remove some of that armor, assuming the Tech Priest isn't a close combat specialist.



#40 Askil

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Posted 27 July 2014 - 03:04 PM

Send grunts with manstoppers, rivet guns and can openers. Up the pen of enemy weapons and balance by sacrificing damage.

 

"Hulkbuster" rivet revolver range 20m 1d10+1 I pen 6 clip 3 or somesuch.

 

also consider adopting the rule that toughness bonus (after armour reductions) cannot negate damage to less than one point. After all a small hole in you will still bleed a bit a the very least even if you are the clint eastwoods tougher catachan big brother enough small holes will kill you.


Edited by Askil, 27 July 2014 - 03:05 PM.





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