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j-tech2

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Everything posted by j-tech2

  1. Ugh, nevermind me. I just found the answer. (Pg.232) Medicine checks can be made with difficulty equal to the Severity rating of the Critical Injury. Apparently while the immediate effects of "drop what you're holding" are resolved once, just carrying the Critical Injury around is enough to cause you trouble. They can increase further Crits to you by +10 for each one. So, better get them looked after.
  2. According to table 6-10: Critical Injury Result (pg.231), each result has an associated Severity rating of purple diamonds. What do these reference? There doesn't appear to be any check that references these when taking the Critical Injury. Are they associated with their removal? I can't seem to find any reference for these check ratings in the book.
  3. Are they "better"? Well, the Heavy Bolter is designed to be a fully-automatic support weapon, while as you say, the Lascannon is a single heavy punch. By asking this question, you must be implying that both weapons are being used against armored targets, as there's no way that a Lascannon would be considered a good alternative to a Heavy Bolter for firing into lightly armored infantry. Heavy Bolter Class: Heavy Range: 150m RoF: --/--/6 Dmg: 1d10+12 Pen: 5 So the HB's damage range is 13-22 Pen:5 per shot, meaning a range of 78-132 assuming all shots land on target. Lascannon Class: Heavy Range: 300m RoF: S/--/-- Dmg: 5d10+10 Pen: 10 So the LC's damage range is 15-60 Pen:10 per shot. Assuming that both weapons are firing at a target with 20 Armor, let's compare the maximum possible damage... HB 22 Pen:5 --> 20AR = 7 dmg. So assuming all 6 shots hit the target, we can expect a maximum of 42 dmg. LC 60 Pen:10 --> 20AR = 50 dmg. So, the Lascannon and Heavy Bolter have similar damage output at this level of Armor, but you'd have to roll pretty spectacularly to do consistant damage with the HB, while the LC should deal more reliable damage. Let's look at a target with 10 Armor, again comparing for maximum possible damage... HB 22 Pen:5 --> 10AR = 17 dmg per shot. 6 shots dealing a maximum of 102 dmg. LC 60 Pen:10 --> 10AR = 60 dmg. This is exactly what I would expect, where the high firing rate of the HB will trump the high Pen value of the LC. Finally, let's look at a target with 30 Armor, again comparing maximum possible damage... HB 22 Pen: 5 --> 30AR = 0 dmg. LC 60 Pen:10 --> 30AR = 40 damage Again, exactly what I would expect to see. The high burst damage of the LC coupled with the high Pen makes this weapon ideal in this situation. So to summarize, is the HB better than the LC? I would have to say that completely depends on your target.
  4. As far as I understand, yes you are correct. The bonus actions granted by technologies that can be used in the City Management Phase should not replace your normal City Management Action.
  5. Actually, that's not entirely correct. Mathematics allows you to burn an Iron resource to deal 3 wounds amongst enemy units. Metalworking allows you to burn an Iron resource to temporarily increase a unit's attack value when played to battle. I think you must have misread the name of the technology that he was talking about.
  6. After my first playthrough of the game, a couple of questions popped up... 1) Can you blockade the bonus from a Barracks in a city? Or does the +2 bonus apply regardless of whether enemy units are in that square? 2) The Hanging Gardens - Is this ability triggered for every Start of Turn phase of the game? So there's no cost involved, I simply place a figure if I have one available every turn? The reason for my incredulity is that I was playing the Egyptians and managed to pull this as my starting Wonder. It just seemed a little too good...
  7. I'll refer you to an online spreadsheet that I created for that specific purpose. I would ask anyone to copy the spreadsheet to their own account for editing purposes, and to please leave the original untouched. Thanks! https://spreadsheets.google.com/ccc?key=0ArAkIf3MoKcQdHk3LVpJTkd4VjlMUUQ0RDZKQy1YcWc&hl=en&authkey=CKDrs5kF
  8. j-tech2

    Dark Angels

    Interesting idea. I would advise caution in creating GM-favortism, or what may look like it, to your other players. I've played in groups of 7 players before, and often when someone was embarking upon solo-missions or side-quests, the collective glazing of eyes from around the table would be almost audible. Just be careful, is all I'm trying to say. The game is most fun when everyone is doing the stuff together. Mysterious sub-plots are good now and then, but they have a habit of taking away from the main action.
  9. http://ultramarinesthemovieblog.com/blog/2010-11-01/games-workshop-veterans-ultramarines-movie?utm_source=Ultramarines%3A+The+Movie&utm_campaign=5d04ec6726-Mailer-13&utm_medium=email So, I've been following the production of the Ultramarines movie since the first mention of it's creation online. Heck, I was even interested when that Blood Angels vs. Orks movie was being produced back in the day. I watched the aforementioned "preview review" of the film and I find myself being a bit of a doubter. From what I've seen of the animation on the film, it looks... horrible. The models are rough, the textures are almost non-existant. Sigh... without actually having seen the final product, it's rather unfair of me to have such strongly negative reviews. But from what I've seen, this movie is looking fairly lackluster.
  10. I can't give you a page number, but if you look at the art on the Black Templars section, there is a marine leaping towards you wielding a power weapon and a combat shield. This should look similar to the one depicted on the character sheet.
  11. For example, you hit with a melee attack scoring a 45 against a target number of 65. You score 1 hit as normal, and score a second hit for the 2 degree of success (65-45=20 or 2 degrees of success)
  12. I tend to agree with you. But Pilot (any) can be purchased at Rank 3 under General advances, I believe. So they're seeing it as more of an upgrade to buy into, than a free bonus that you should be able to exploit at Rank 1.
  13. Or sorry, generic Alien X Horde. My point is that no matter what tactics you are employing, your marines are going to get shot. And any player getting hit for 40 damage on a "lucky roll" is going to be pissed off, is all I'm saying. So adapt the rules, or risk killing your characters in a normal combat scenario where they cannot even dodge (due to Horde fire).
  14. Really, so you're totally fine with a single 30 Mag Horde of Tau Fire Warriors hitting 3 marines in one turn for 5d10 damage each? I see.
  15. Ok, imagine I used generic alien race X instead of Tau. Discuss.
  16. Horde damage bothers me by the rules as written. Specifically, when a 30-mag Horde of Tau Fire Warriors shoots, they deal 2d10 + 3d10 for Horde magnitude bonus. I dunno, I'm just kinda skeptical of every attack roll causing 5d10 damage to my marines. So, with this in mind, I broke down what I don't like about the Horde's attacks. The fact that they are getting their +3d10 damage to every attack they make that round for EACH attack they make seems to imply that all 30 Mag are firing at up to three different targets that turn. I propose this modification to Horde damage. They gain bonus d10's to damage each turn equal to the tens digit of their Mag. They may expend only as many as they wish at each target, but may not exceed the allotment per turn. Also, they may only allot a bonus damage dice for each degree of success they achieve in hitting the target. Example: A Tau Horde fires at 3 marines with their Pulse Rifles. They miss one, and hit the other two with only one degree of success each. When rolling for damage against each marine, they may only apply +1d10 to their damage roll. Note that they have an unspent bonus damage roll that cannot be allocated. Also, they may not stack both bonus damage against one marine, as only one degree of success was achieved versus each target. What do you think? I realize this is a big nerf to Horde damage... but that was kind of the intent.
  17. Yeah Radomo, except that the point he's trying to make is that since there is no additional penalty for shooting 99 meters farther than the range of the boltgun, it seems a tad silly to write the rules that way. So firing from 51m to 100m is +0, or normal range. But if you happen to be firing at 101-199m, that is technically farther than normal range, but still +0 to hit. Seems like either a typo, or sloppy rules.
  18. I can't find any mention of this in the DW book. Can anyone confirm this for me? Can a full-auto roll be treated with a high end of 110, or does it max out at 93 (94-100 is jam)?
  19. That's confusing. I had always just assumed that if you max out your +Hit, that the hit range will always be 1-93, with 94-100 being a jam. Also.... how do you roll over 100 on two d10's?
  20. As many of you have probably realized through character creation, there are many skills and talents which seem redundant. I have created this spreadsheet for your convenience in tracking your own campaign's progress, and to aid in the initial character generation process. If you wish to use the page, please do not edit the original. The only way for this to work is for me to host this as an editable document for anyone to edit. If you intend to use it, please save yourself a copy, and then work from that sheet. Thank you. You will see that each character has a tab along the bottom which opens up their own sheet. The colors represent which starting skills and talents you may begin with (light grey), and also those granted by your chosen specialization (light green). You can continue to fill in your own sheets by highlighting the choices you make (green). Calculate your total experience in the first column. I've also included a campaign experience tracker. Enjoy! And please, do remember not to edit the original. Peace.
  21. You can always negotiate with your GM for a particular Skill that you are seeking. For instance, if your particular Marine has an affiinity for using Jump Packs in your character background, you should beg/plead/write an awesome backstory for the ability to purchase Pilot (Personal) before you'd normally get access to it in the General Rank 3 Marine table.
  22. Pg.161 Enhanced Strength. Increase the Battle-Brother's Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier. I think that while using power armor (basically, always), their effective strength should be modified by the armor for all Strength tests.
  23. Darkside99X said: When resolving damage a character reduces the damage done by both theyre toughness bonus and any armour worn. This being the case the minimum damage required to harm a space marine is gonna be about 16, would i be right in saying that an ork boy as written in Creatures Anathema cannot physically harm a space marine without being horded? Sorry for arriving late to this post. You are correct about the Armor stacking with the Toughness bonus to produce the amount of damage reduction. Mark 7 Power Armor provides armor 10 to the body, and 8 to all other locations. So, a Marine with 41 Toughness would take his bonus of 4, double it due to Unnatural Toughness for +8. Then if they took the shot in the body, adding the 10 AP for a combined total of 18 damage reduction. However, a weaker Marine with 32 Toughness taking a shot to his leg would only have 14 damage reduction.
  24. Manyfist said: Adeptus-B said: You forget about the triple bonus with using a powerfist, assuming 50 str, that's a +15 damage with pen 8. For a total of 2d10+15 damage. On a minimum of 17 damage, you're going to seriously mess things up. Actually, you are forgetting the Power Armor's bonus of +2 as well. So it should be 2d10 + 17.
  25. I don't quite understand the argument "well, if you're playing in a campaign where you're going to be out alone and unsupported behind enemy lines for weeks". Everything that I've read about the Deathwatch seems to imply they they are highly supported specialists who are tasked with jobs that are too difficult, or too dangerous for the regular Imperial Army or the Inquisition. I think of them like SWAT teams (special weapons and tactics). They don't just cruise around in their armored cars busting scumbags willy nilly all over the city. They should be highly trained and motivated individuals who are called upon for specific threats and targets which fall outside of normal military engagements. They have better equipment, transports, and weapons than what is normally available to an Imperial world, and should be used sparingly and decisively. Long, protracted campaigns are just not what I imagine them to be doing. Regular space marine chapters are probably more likely to engage in this scenario. But not Deathwatch.
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