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Shaun

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  1. Based on RAW Allied costs the starting CSM characters have around 13,000 XP before they get an additional 500 XP to spend on themselves. This assumes 300 XP per +5 stat (250 XP for the +5 and an extra 50 for the max increase in cap) and treats Unnatural Strength and Toughness as a Tier 3 talent. Meanwhile the human characters have around 7,000 XP before getting their 1000 XP to spend. Obviously CSMs are meant to be more fearsome than humans, but surely human characters should get a few additional skills or non-combat abilities to compensate?
  2. So for those who have this already, can you tell us a bit about the contents? I'm interested in any specifics on new Advanced Specialities, starting options and solo/team modes. Cheers, Shaun
  3. So for those who have this already, can you tell us a bit about the contents? I'm interested in any specifics on new Advanced Specialities, starting options and solo/team modes. Cheers, Shaun
  4. Without wanting to spoil anything (look away now) there is a fairly blatant piece of evidence in the GM kit that points towards the Storm Wardens being from a traitor legion. When all of the marines are getting visions of their primarch the Storm Warden gets one of a writhing multi-limbed Daemon. I always assumed it was Fulgrim and that they were from his stock but it isn't specific and they do seem more in keeping with Angron.
  5. Obliterators (pg. 120) - Daemonic and Unnatural Toughness (x2), TB should be 15. Power Fist damage seems to have doubled their SB, rather than adding one to the strength multiplier. Possessed Chaos Marines (pg. 124) - Daemonic and Unnatural Toughness (x2), TB should be 12.
  6. Usually full auto is a pretty ineffective way to hit a target due to the recoil. DW kind of takes a perverse view of this and it very rarely makes sense not to use full auto if you have the option to. The only reason I can think of to fire my bolter on anything other than full auto is ammo conservation and a very small change in the odds of a jam.
  7. Shaun

    Mark of Xenos

    Hi all, I picked up MotX on Wednesday and have had a pretty thorough read at it since then. Overall I really like the book, I think it is well produced and adds a lot of new material (particularly much needed fluff) to the game. My comments/criticisms would be: 1) There are the usual errors and mistakes, particularly common is for enemies with both the Daemonic and Unnatural Toughness traits to have only one of them applied to their TB in the stat line. Not a big deal, but just watch out for it. 2) It seems aimed at the RAW weapons rules, given the Chaos Marine weapon stats (as pointed out by a previous poster). 3) Overall the book presents a pretty diverse array of opponents, there are quite a few repeats in there (Obliterators, Diablodon, etc.) though which are curious, but I can see why they would do this as not everyone will buy TEP, some also have updated rules. 4) The "other" aliens aren't particularly exciting, some will be good in particular kinds of adventure, but seem better suited to a Dark Heresey or Rogue Trader level campaigns. I'm sure they will come in handy now and again for a change though. 5) The Tyranid section seems pretty thorough, lots of good detail, although some more information on command structures, hive ships and the like would have been useful. The Carnifex doesn't seem that tough, it has a lot of wounds but much less armour than a Dreadnought for instance. Maybe this is a better way to model it, I'll need to wait till I get a chance to try it out to know for sure. The purestrain Genestealers here are significantly worse than the Aurum Genestealers from TEP, whether that is a reflection of the life enhancing power of Aurum or just a retcon is up to you! 6) Greater Daemons feel totally half-baked. I know they've been heavily streamlined rules-wise in the table-top game, but I'd have expected FFG to re-introduce some of the flavour and colour to them. In most previous RPG incarnations Greater Daemons have had tons of specific special rules reflecting their uniqueness and awesome power, now in a game where PCs have a vast range of special abilities and strategic options the GDs get around 2-3 special rules each. Also, surely it is a mistake that Bloodthirsters don't have Lightning Attack. I'd actually expect them to be able to make more than 3-4 attacks per round but having Swift Attack and being dual wielders doesn't do them justice in my opinion. 7) Chaos Marines just don't seem designed to stack up against DW characters as they advance. They are probably fine opposition for ranks 1-3 but will start to become cannon fodder after that. I'd have liked to see more of a range of options for CMs, maybe including different ranks, specialities and the likes to vary the opposition a little more. Overall though a solid purchase which will come in very handy. As for the Eldar debate, I'll say no more than this. FFG have made their choices undoubtedly based on economics, strategy and their vision for the product range, you are free to agree or disagree with them but it is clearly not wrong of them to do so. I've seen SotS arguing in many a topic around here and it seems to me that he cannot be persuaded around to any point of view other than his own. Furthermore he prolongs every argument indefinitely and seems to take delight in frustrating those he is debating with through repitition and stubborness. If that is how he wishes to conduct himself I say fair play, but I don't see the point in engaging with him for the rest of us.
  8. Should Space Marines be able to survive being hit with a Heavy Bolter? I can understand superhuman, well armoured marines surviving a shot or two from their standard armanent, but what is the purpose of heavy weapons if not to ensure that troops taking fire from them are slain?
  9. It's all a matter of taste in the end. What I loved about DW right from the first session of Final Sanction was the sheer scale the marines operated on and the damage they do is a big part of that. I've played lots of games at high power levels and they tend to get bogged down, but DW zips along even as you're taking out platoons of foes and incredibly powerful enemies. My personal feeling is that if a marine points his bolter at you then you'd better be scared unless you're insanely powerful. Marines aren't invincible by any measure, but they can deal sufficient damage to face almost any opponent... they more dangerous the opponent the more tactical they have to be in engaging them, but they can still do it. For me the optional errata strips away that part of the game so I'll probably not be using it, however I'm quite certain those of you who like different play styles will still have plenty of fun using it.
  10. I'd suggest the following levels of damage for Astartes weapons. With these stats the columns on the right show the chances of destroying in one round, doing zero damage to and the average number of rounds to kill a Chaos Space Marine and Dreadnought. It is based on a marine with BS50, short range and +10 to BS from some source. It gives weapons a variety of functions but stops any one weapon from being completely useless. Anyway, this is a rough draft which I might refine at some point.
  11. I'd run FS mainly because it's a much more engaging adventure and has an awesome opening that the PCs won't forget. There is absolutely zero chance of them forgetting dropping into the church and then taking out rebel hordes for breakfast. Extraction is okay but it is very, very basic. FS gives you options to expand things if they are going well and offers the players some choice about where they go and what leads they pursue.
  12. N0-1_H3r3 - I did include the accurate damage for the Stalker, however I did get it the wrong way round... rather than a 10% chance of normal damage, 10% of +1d10 and X% of +2d10 I had the first and last switched, however I've fixed that now. Having looked at my analysis again and tweaked it slightly here are the % chance (including to-hit) of my BS50 marine killing the following opponents in one round of fire with the weapons in the core rulebook under RAW and Errata: Chaos Space Marine Weapon RAW Errata Bolt Pistol 0.57% 0.00% Bolter 30.71% 0.00% Stalker 0.01% 0.00% Combi 30.71% 0.00% Heavy Bolter 89.65% 50.51% Storm Bolter 88.71% 13.77% Plasma Cannon 0.00% 0.00% Plasma Gun 0.00% 0.00% Plasma Pistol 0.00% 0.00% Melta Pistol 0.01% 0.09% Melta Gun 0.01% 0.22% Multi-Melta 3.19% 0.47% Flamer 0.00% 0.00% Hand Flamer 0.00% 0.00% Heavy Flamer 0.00% 0.00% Assault Cannon 89.91% 89.94% Astartes Shotgun 0.00% 0.00% Autogun 0.00% 0.00% Autopistol 0.00% 0.00% Lascannon 19.34% 7.04% Lasgun 0.00% 0.00% Laspistol 0.00% 0.00% Tyranid Warrior Bolt Pistol 0.03% 0.00% Bolter 13.14% 0.00% Stalker 0.00% 0.00% Combi 13.14% 0.00% Heavy Bolter 97.78% 24.06% Storm Bolter 95.17% 4.42% Plasma Cannon 0.00% 0.00% Plasma Gun 0.00% 0.00% Plasma Pistol 0.00% 0.00% Melta Pistol 0.00% 0.00% Melta Gun 0.00% 0.00% Multi-Melta 0.11% 0.00% Flamer 0.00% 0.00% Hand Flamer 0.00% 0.00% Heavy Flamer 0.00% 0.00% Assault Cannon 99.46% 99.45% Astartes Shotgun 0.00% 0.00% Autogun 0.00% 0.00% Autopistol 0.00% 0.00% Lascannon 3.14% 0.40% Lasgun 0.00% 0.00% Laspistol 0.00% 0.00% I understand that having the Devastator one shot everything in sight isn't great fun for everyone (the RF fix took care of that for DPs and HTs) but in my opinion most elite level opponents shouldn't be walking away from heavy weapons hits. Furthermore I think that the holy bolter should have a chance of taking out a Traitor Marine in one burst, if that happens one in three times I don't think it is too bad... what's worse is that it becomes literally impossible. Consider as well that intelligent enemies can use cover and the likes... let's put our Traitor Marine behind some sandbags (AP8 cover) Chaos Space Marine (Cover) Weapon RAW Errata Bolt Pistol 0.01% 0.00% Bolter 2.53% 0.00% Stalker 0.00% 0.00% Combi 2.53% 0.00% Heavy Bolter 65.58% 1.55% Storm Bolter 46.59% 0.10% Plasma Cannon 0.00% 0.00% Plasma Gun 0.00% 0.00% Plasma Pistol 0.00% 0.00% Melta Pistol 0.00% 0.01% Melta Gun 0.00% 0.01% Multi-Melta 0.97% 0.04% Flamer 0.00% 0.00% Hand Flamer 0.00% 0.00% Heavy Flamer 0.00% 0.00% Assault Cannon 82.07% 77.74% Astartes Shotgun 0.00% 0.00% Autogun 0.00% 0.00% Autopistol 0.00% 0.00% Lascannon 6.26% 1.25% Lasgun 0.00% 0.00% Laspistol 0.00% 0.00% There are definitely flaws in the weapon stats, but personally I think the flaw is that weapons other than bolters (and assault cannons) don't do sufficient damage. Melta and Plasma weapons in particular have never been right. If I get a chance later I might have a think about how I'd pitch the damage.
  13. I should note that I haven't taken into account Proven (3) on the Lascannon and the flamers are a bit off as I've treated them as having a normal to-hit roll rather than the agility based dodge/area effect.
  14. Howdy folks, I've had a chance to digest the information in the errata and done a bit of analysis. The following is mean damage capability per round with each of the weapons firing on its most destructive fire mode, comparing RAW to the Errata. Firer has BS 50 and some sort of +10 to hit (be it ability, targeter, motion predictor or whatever), target has TB 8 and Armour 8 (Chaos Space Marine), range is 30m: Mean Damage Weapon RAW Errata % Change Bolt Pistol 20.44 7.81 -62% Bolter 34.07 10.04 -71% Stalker 10.22 5.02 -51% Combi 34.07 11.16 -67% Heavy Bolter 78.11 37.36 -52% Storm Bolter 68.14 22.32 -67% Plasma Cannon 10.65 11.35 7% Plasma Gun 9.95 14.15 42% Plasma Pistol 8.55 11.35 33% Melta Pistol 6.11 8.11 33% Melta Gun 7.33 12.75 74% Multi-Melta 19.76 14.15 -28% Flamer 0.73 1.87 155% Hand Flamer 0.61 0.56 -9% Heavy Flamer 5.75 5.68 -1% Assault Cannon 102.80 87.11 -15% Astartes Shotgun 0.00 4.35 Autogun 0.00 0.00 Autopistol 0.00 0.00 Lascannon 26.69 22.56 -15% Lasgun 0.00 0.00 Laspistol 0.00 0.00 Same firer, but now fighting a Tyranid Warrior (TB 10, Armour 8) at point blank range (3m): Mean Damage Weapon RAW Errata % Change Bolt Pistol 26.20 7.16 -73% Bolter 43.04 10.02 -77% Stalker 12.16 4.65 -62% Combi 43.04 12.17 -72% Heavy Bolter 130.54 47.75 -63% Storm Bolter 86.09 24.34 -72% Plasma Cannon 14.54 15.64 8% Plasma Gun 10.22 16.22 59% Plasma Pistol 8.22 12.22 49% Melta Pistol 17.90 15.64 -13% Melta Gun 17.90 17.84 0% Multi-Melta 28.85 20.04 -31% Flamer 0.00 1.22 Hand Flamer 0.00 0.00 Heavy Flamer 6.84 6.72 -2% Assault Cannon 177.17 147.54 -17% Astartes Shotgun 0.00 6.88 Autogun 0.00 0.00 Autopistol 0.00 0.00 Lascannon 39.74 33.25 -16% Lasgun 0.00 0.00 Laspistol 0.00 0.00 I'm all for making some of the other weapons have bolter parity, but not by cutting the performance of bolters in this way. It seems pretty extreme and whilst I realise the damage potential of bolters was pitched too high relative to everything else the solution proposed seems almost as bad in the other direction!
  15. I have a few questions, if anyone has answers... Weakness as Strength in RoB - I take it the +2 TB and SB is not doubled for unnatural? I've assumed that anything adding to strength, etc. is taken into account for unnatural (except were specified, like armour boosts) but that additional bonuses are just that. Tech-Marine servo arm attacks. Can you make a standard attack and then use your reaction for an additional attack with the servo arm? The rule against multiple actions with the same sub-type seem to forbid it but increasingly it seems to me that you should be able to do both. SPOILERS AHEAD In the final part of TEP the stat blocks for the Black Engine and Paragelle are identical which I can't help but think must be a misprint. I did e-mail FFG about this but have never recieved an answer. Has anyone else gotten one? I suppose it isn't a big deal, but it would be nice to know what they were meant to be!
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