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cataclysmic blast and slayer limb


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#1 htsmithium

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Posted 09 February 2012 - 08:15 AM

quick question, my local psyker managed to roll cataclsmic blast and lived, he also has the slayer limb mutation. since the blast destroyes all gear i was wondering should he lose the gun at all, because the way i see it, if he losses the gun he also losses the whole arm.

i would like a result between,ignore effect or lose your left arm. any thoughts helpful. :)


 ding dong mala mortuus est,

quem veteres strigam

impii strigam

ding dong impiorum strigam mortuus est.


#2 Ixionyx

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Posted 09 February 2012 - 08:20 AM

 I see your point here, I suspect a living body weapon could be injured, rendered inoperative for a while or made unreliable until the effects have been properly healed.

Since there are no set rules for this situation, you've got free reign to decide on the effect.  Personally, I'd make the gun innaccurate and unreliable, also it might inflict injury on the CSM when it is used.



#3 Reverend mort

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Posted 09 February 2012 - 08:49 AM

 If it's part of his body, it's not really gear any more, in my opinion. No more than a character with a machine trait counts his entire body as a piece of gear.



#4 Decessor

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Posted 09 February 2012 - 11:09 AM

I say leave the weapon intact. It is now part of the character - literally.



#5 htsmithium

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Posted 11 February 2012 - 01:02 PM

well no taking away the plasma cannon arm this time...

so a few more questions so i don't have to start a new thread and clutter up the place;

#1 just how much should golem curse affect players? i know that the rule says they won't do anything to hurt themselves, but dose that include things like dropping their guard/weapons/armour, shooting other players, not dodging ranged attacks ect. as these could all "hurt" the player in the long run.

#2  what would be decent stats for a power whip?

#3 terminator armour with twin chain fists and or a jump pack( i know the last one is really out there, but the jump pack entry dose not have any sort of weight limit)

#4 thoughts on living armour/ demonic armour...kinda like deamon weapons/ slayer limb mutation but for armour. Is the only "common" chaos theme that seams to be missing.

# am i the only one who thinks Pinky and the Brain would make awsome chaos warlords? " what are we doing this century brain? same thing we do every century, try to destroy the imperium of man!"


 ding dong mala mortuus est,

quem veteres strigam

impii strigam

ding dong impiorum strigam mortuus est.


#6 Decessor

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Posted 12 February 2012 - 07:27 AM

htsmithium said:

well no taking away the plasma cannon arm this time...

so a few more questions so i don't have to start a new thread and clutter up the place;

#1 just how much should golem curse affect players? i know that the rule says they won't do anything to hurt themselves, but dose that include things like dropping their guard/weapons/armour, shooting other players, not dodging ranged attacks ect. as these could all "hurt" the player in the long run.

#2  what would be decent stats for a power whip?

#3 terminator armour with twin chain fists and or a jump pack( i know the last one is really out there, but the jump pack entry dose not have any sort of weight limit)

#4 thoughts on living armour/ demonic armour...kinda like deamon weapons/ slayer limb mutation but for armour. Is the only "common" chaos theme that seams to be missing.

# am i the only one who thinks Pinky and the Brain would make awsome chaos warlords? " what are we doing this century brain? same thing we do every century, try to destroy the imperium of man!"

1. Dropping weapons is fine. Dropping guard not so much because that's directly dangerous to the character. Armour is hard to take off quickly so not something that can be done within that power. Shooting or charging other players is fine by the power (it's been done to us!).

Rule of thumb: any action that directly endangers the character, not counting long-term consequences or even beyond that turn, is a candidate.

2. Going by background, this is going to incredibly difficult to create. Power weapons are hard to construct normally and those are power fields embedded in straighforward swords and axes. A power 'whip' I imagine could work as a series of solid links with flexible connections to each other, each link having a small power field generator. It would be the work of a master artisan-magos and there might not be another like it.

3. Not a chance. It doesn't exist in background for a start. And omissions in the text aren't good enough excuses to create silly combinations.

4. That is too amusing an image to pass up. Nice one.



#7 Reverend mort

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Posted 12 February 2012 - 08:09 AM

1: What Decessor said. Gholam's curse is for making your opponent very competent at hurting his friends, not killing himself. That's what Compel is for!

2: As mentioned, a power whip would be a serious feat of weapons crafting. However, I'd probably just slap on the power special effect onto the Neural whip (possibly removing it's shocking quality, though it still kinda fits) and adding the appropriate amount of damage and pen for a power weapon. +5 is a good baseline, extrapolated from the Sword. Maybe a bit less, since it's a whip and they have some mean special effects already.

3: Personally, I wouldn't allow it. The dual wielding, fine, no problem. But the jetpack? Hell no. Souped up badass jetpark or not, they still have weight limits. The only way I'd allow a PC in Terminator armor to fly is Wings or Flicker. The rest has to do what Terminators in the fluff do. Use personal teleporter packs. It won't let you fly, but if you got the balls for it, you could try telefragging!

4: Personally, I'd leave that to either psuedo-mystically crafted warp-infused technology (why the Hollows exist!) or the Obliterator virus (which N0-1 is apparently working on).

# NARF!



#8 htsmithium

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Posted 12 February 2012 - 01:55 PM

@Reverend mort ,& Decessor

thanks for the imputs, they accualy go inline with what i was thinking, but it never hurts to get a second ( or third ) opiniun.

also one other thing i cant seem to find, is there anything on the cyclone missle system that goes on a terminator's armour?


 ding dong mala mortuus est,

quem veteres strigam

impii strigam

ding dong impiorum strigam mortuus est.


#9 Nathiel

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Posted 12 February 2012 - 06:40 PM

It's in the Deathwatch book. because Chaos doesn't get them unless you can pry the loyalist out of the armour without breaking it.



#10 HappyDaze

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Posted 13 February 2012 - 01:18 AM

Nathiel said:

It's in the Deathwatch book. because Chaos doesn't get them unless you can pry the loyalist out of the armour without breaking it.

Not all Chaos Space Marines are old farts from the Legions. Some are more recent converts and they could easily have more 'modern' Terminator gear.


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#11 Decessor

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Posted 13 February 2012 - 01:53 PM

@htsmithium: No problem. And reviewing my answer, it appears I skipped the daemonic armour. I would leave it to the effects of gifts which warp the character enough as is.

 

@Happydaze: I wouldn't say "easily". Only the experienced veterans in Space Marine chapters are allowed terminator armour and the weapons that go with it. And the Imperium learned a lot about instilling loyalty to Imperium and Emperor in their marines after the heresy. So while it is possible a cyclone-equipped terminator marine will turn to Chaos, it isn't terribly likely.

There is also the matter of supply. Without the resource of the Imperium to back them up, space marines tend to have trouble finding ammunition and spare parts for their more esoteric wargear. Cyclone missle launchers are not going to be easy to find reloads for in the screaming vortex after the initial supply runs out.



#12 HappyDaze

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Posted 13 February 2012 - 05:47 PM

Decessor said:

@Happydaze: I wouldn't say "easily". Only the experienced veterans in Space Marine chapters are allowed terminator armour and the weapons that go with it. And the Imperium learned a lot about instilling loyalty to Imperium and Emperor in their marines after the heresy. So while it is possible a cyclone-equipped terminator marine will turn to Chaos, it isn't terribly likely.

There is also the matter of supply. Without the resource of the Imperium to back them up, space marines tend to have trouble finding ammunition and spare parts for their more esoteric wargear. Cyclone missle launchers are not going to be easy to find reloads for in the screaming vortex after the initial supply runs out.

Entire Chapters have turned renegade over the millennia. That includes their veterans and the terminators too.


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Now Ignoring: Nobody.


#13 Decessor

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Posted 14 February 2012 - 02:34 AM

Yes, but which marines amongst those chapters would have been least likely to turn and most likely to violently oppose any such turning? I would say the veterans.

I maintain that a terminator turning and keeping their gear intact is not impossible but not at all likely.



#14 Fenrisnorth

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Posted 14 February 2012 - 05:27 AM

 The Souldrinkers, mate!

 

When they went Renegade, the first through ninth company tended to follow Sarpedon; while the tenth company stayed loyalist. 



#15 Decessor

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Posted 14 February 2012 - 07:20 AM

Fair enough. I doubt that's a common occurance but it can happen it seems.



#16 Fenrisnorth

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Posted 14 February 2012 - 02:52 PM

Well, I'd hardly call it common in any case. I think the main thing is WHY they are going renegade. Veterans are more likely to go along with it if the defection is against the beuracracy, if it's just for more toys, I think they'd be.... against it.



#17 HappyDaze

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Posted 14 February 2012 - 04:06 PM

Decessor said:

Yes, but which marines amongst those chapters would have been least likely to turn and most likely to violently oppose any such turning? I would say the veterans.

I maintain that a terminator turning and keeping their gear intact is not impossible but not at all likely.

More of the 'successful' (those that are not almost immediately destroyed) transitions to renegade status are top-down. They have to be initiated by those with power and influence in the Chapter (veterans, sergeants, captains, possibly even chaplains and librarians). It's more likely that once the 1st Company turns it helps to bring the Chapter over than the reverse.


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#18 Decessor

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Posted 15 February 2012 - 03:06 AM

There is also the reason of corruption. Thinking about it, I imagine veterans would be more resistant to the wiles of chaos but would help corrupt the rest of the chapter more swiftly if and when they do fall.






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