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Veroldindir

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  1. They are currently NPC squadmates in my game, and I actually do make them contribute to combat to a greater degree with some house rules. For example, if a comrade is within support range, they may in fact fire their weapon to damage - if the player rolling to hit with weapon is is under 1/2 the WS or BS pre modifiers, the comrade in support range (if any) also scores 1 hit from their close combat or ranged weapon, respectively, at the target. This also reflects the (strength in numbers) approach of the Imperial Guard, which is a far cry from the elite force players would be in say Rogue Trader or Deathwatch. Secondly, I modified comrade abilities a bit for most classes for you can purchase - players may switch out comrade keyword with 'another player character' if situation is applicable. So comrade abilities may also affect to/by another player character(s). This doesn't apply to orders a player may issue with a free action, just the special bonuses a player purchases with xp. I treat them in between Black Crusade's Minions and what they tell you in the Only War beta. The lack of detailed comrade rules is actually great for me, I personally like to customize games to fit my group's playstyle.
  2. borithan said: Veroldindir said: I think the problem is really 2 fold. First and the most important issue, the damages for weapons are all over the place - not really indicative of TT rules, but with TT rules aside they are still quite wierd. For example, an Autocannon deals the SAME damage as a KRAK MISSILE, with only 2 points less in PEN. So basically you have a rapid firing krak missile - the 2 point PEN reduction is negligent. We don't really have a lot of 4d10+X damage weapons, then it suddenly jumps to 5d10+10 with the lascannon. You really don't have a lot of damaging weapons. Almost all weapons are within or under 30 damage range. If you are in close combat you're basically screwed against any tank unless you have demo charges or melta bombs, even if you are a space marine. Where as the TT game as well as the Lore, you have marines cracking open tanks with power fists and chainfists - can't really do that in any of the 40k games. The problem really stems from when Black Industries was making the game. Though granted we can all appreciate that they did get the ball rolling on the 40k rpg game with Dark Heresy, the rules they created did not reflect what it would be like with vehicles. It was built around person to person combat, and the damage for the weapons are evident. The only thing to by-pass vehicular armor with weapons is by using brute force (i.e. damage), NOT PEN, because the pen are already set to reflect the person to person combat. I suppose going full circle with this, due to damaging vehicles requiring brute force, it is reflective of the TT game, since you roll d6+str of weapon to overcome the armor, the AP of the weapon has no bearing, which seems to be the case for most listed weapons - even anti tank ones. The only weapons I've ever seen high double digit pen are titan class weapons listed in Rites of Battle for Deathwatch. The Turbo Laser Destructor has essentially pen 20 IIRC (which if there's a pattern, it's double that of lascannon pen, which again, a turbo laser destructor is essentially a huge lascannon). I agree the damage of weapons is a bit iffy. Now, in some ways it is quite realistic that different types of weapons of a similar type have different damages, but it doesn't work if your used to the table top game, where a plasma pistol, rifle and cannon are all Strength 7, giving them the same chance of killing vehicles (though of course this is only the case since 3rd edition). I have to say, I disagree on PEN. PEN is worse for vehicles than for people, as their entire damage reduction is in armour. Past PEN 8 (though now 10+ in Deathwatch) it really doesn't do much in individual combat. Meltaguns start at PEN 12, and of course double at short range. You are right that it doesn't reflect the tabletop, as AP doesn't really do anything (except on penetrating hits), but it certainly matters for vehicles. It might even be worth lowering the damage on some weapons, while upping the PEN. Well, I'm not saying one way or another is right on Pen, but that's just the RAW right now - However as I mentioned in my post, the vehicle damage system RAW in the 40k rpg is the SAME as the TT game, which is brute force, using damage as a way to get past armor, the pen doesn't really affect the armor much at all. I don't have a problem with personal weapons like Plasma Pistol or Plasma Rifle, they can actually damage vehicles fine if you go maximize, which reflects the TT quite well, and I think they would be overpowered if they are made to crack vehicles at every opportunity. It is the problem of fitting more powerful weapons to harm vehicles into the equation since that basically skews the damage. You would also notice that the damage overall has been nerfed since Dark Heresy, Rogue Trader, and Deathwatch pre errata. Back in the day Autocannons dealt 4d10+4 damage, significantly higher than a krak missile of 3d10+10. I think if anything, Krak Missile should be 4d10+8 while autocannon should remain the same. I would also NOT lower damage anymore than it is - right now because pen does not affect TB, you will find that greater daemons, monsterous creatures would greatly eclipse vehicles or even super heavy vehicles. Ironically right now, a guardsman could have a better chance of surviving a bolter shot than say, a small bike, due to TB. Razor Sharp may fix some issues, if not only a patch at this point and time. Don't forget too, we now have the Lance weapons quality too, which should make those Eldar lances far more dangerous.
  3. I think the problem is really 2 fold. First and the most important issue, the damages for weapons are all over the place - not really indicative of TT rules, but with TT rules aside they are still quite wierd. For example, an Autocannon deals the SAME damage as a KRAK MISSILE, with only 2 points less in PEN. So basically you have a rapid firing krak missile - the 2 point PEN reduction is negligent. We don't really have a lot of 4d10+X damage weapons, then it suddenly jumps to 5d10+10 with the lascannon. You really don't have a lot of damaging weapons. Almost all weapons are within or under 30 damage range. If you are in close combat you're basically screwed against any tank unless you have demo charges or melta bombs, even if you are a space marine. Where as the TT game as well as the Lore, you have marines cracking open tanks with power fists and chainfists - can't really do that in any of the 40k games. Secondly, due to the damage for weapons being all over the place, it's really difficult to narrow down a good set of armor and structural integrity to balance out the damage. For the way we play at our group, we lowered the SI to reflect the TT versions. Basically SI is equal to ever 10-15 per hull point on the TT game (6th edition). Armor we used a formula that was posted on the Deathwatch forum about a year back, where 15-20 armor is equal to 10 in TT conversion, 21-25 is about 11 in TT, 26-30 is about 12 in TT, 31-35 is about 13 in TT, and 36-40 is about 14 in TT version. With +/-5 modifier for special vehicles. The problem really stems from when Black Industries was making the game. Though granted we can all appreciate that they did get the ball rolling on the 40k rpg game with Dark Heresy, the rules they created did not reflect what it would be like with vehicles. It was built around person to person combat, and the damage for the weapons are evident. The only thing to by-pass vehicular armor with weapons is by using brute force (i.e. damage), NOT PEN, because the pen are already set to reflect the person to person combat. I suppose going full circle with this, due to damaging vehicles requiring brute force, it is reflective of the TT game, since you roll d6+str of weapon to overcome the armor, the AP of the weapon has no bearing, which seems to be the case for most listed weapons - even anti tank ones. The only weapons I've ever seen high double digit pen are titan class weapons listed in Rites of Battle for Deathwatch. The Turbo Laser Destructor has essentially pen 20 IIRC (which if there's a pattern, it's double that of lascannon pen, which again, a turbo laser destructor is essentially a huge lascannon). I don't think there's a quick and easy fix unless you houserule it. I almost never pay any attention to the armor, SI, or even damage of some of these weapons except to use them as a reference in most cases. Most things I do are houseruled.
  4. The only two I've noticed so far are: Heavy weapon training. I'm not at all sure what this is and it's in the renegade starting package also. It says if you pick SP, Las, melta, etc you can use pistol, basic, and heavy. But under the weapon training talent, there's another category for heavy, and in the renegade starting package it says choose one. I'm assuming you don't actually start with heavy weapon training, unless you are a space marine with legion weapon training. Under the chosen skills and talent starting package, you can choose between quickdraw and rapid reload. Well as a space marine you automatically start with quickdraw, so it seems a bit redundant.
  5. Mishiman said: Big thanks Hardcore Heathen! I do not see traits on your list, does it mean that there is no more traits as separate category, only skills and talents? Is that Tomb Stalker really [Previous info mentioned about Tomb Spiders]? I would like to also ask you about compatibility with other games, especially about usefulness of some supplements [like for example MoX] for BC. Is it short work for GM or nightmare to mix with other games [especially DH]? Conversions are really easy, there's a really big section on how to convert characters from BC to the DH, RT, and DW, and vice versa. However, the only thing that might give you a little bit of trouble are weapon stats conversions going either way, which have drastically changed (some toned down, others given a boost). For DW to BC however, it won't be much of a problem as the errata has the revised weapon stats, and also for daemon hunters, the grey knights use the revised weapon stats. But for DH and RT to BC, you'll have to use the BC list for most of your weapon conversions, similarly, some BC weapons have new abilities, so you have to watch out for balance also.
  6. Majeh is correct. The book does not limit you to the Screaming Vortex at all and infact encourages adventuring out into the 3 established areas of DH, RT, and DW.The book does give fairly lengthy descriptions on the Calixis Sector, Koronus Expanse, and the Jericho Reach.and where Chaos forces would operate in those places and what they are doing now. However, due to the fact that not everyone will go out and buy the 3 other core rulebooks with much greater details in setting information, they offered the Screaming Vortex as a place where heretics can gain infamy and build a black crusade to journey out from the vortex at the end game.
  7. MKVII only. However power armor, whether it'd be human or legion are considered to be scavenged or in disrepair when you start with one. So you only get to pick 3 subsystems that are working from the power armor subsystems list. Humans can only pick from general list, while space marines can pick from the general and legion.
  8. Bassemandrh said: Thanks for the answer. If anyone could briefly describe the different "classes" special rules i would be most grateful. Champion: If any group member spends an infamy point, champion can allow them to use the champion's corruption level and alignment for effect options. Chosen: Reroll ZH crit effect Sorcerer: Start with psy powers, count as bound Forsaken: Gain a bonus to acquiring items through infamy test with a rarity of rare or lower Apostate: Gain Peer talent of choice for remainder of gaming session if successful charm of deceive test Heretek: Gain mechanicus implant, 2 good quality cybernetics, and binary chatter Renegade: Before starting, pick a characteristic, any tests associated with that characteristic gains 1 additional degree of success Psyker: Start with psy powers, count as unbound
  9. Hardcore Heathen said: Veroldindir said: I believe there are conversion rules from BC to the other 3 games and vice versa. However, in BC, the CSM only receive a flat +4 tunnatural strength and toughness, that does not scale with the stats. In fact, there are no more x2, x3, and x4 unnatural stats anymore. I'm not sure what the different modifiers are (if even there is even a standard). I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect. This man speaks truth. The book recommends you change the old x2 bonuses to Unnatural (3-5), based on the thing you're modding. Presumably this would scale with x3 and x4. Let me ask you a follow up question, what do they recommend unnatural bonus for x3 and x4? Is it 6-10 and 9-15 respectively? I'm looking to convert some creatures over from Mark of Xenos and would rather get a head start on it before my book gets here.
  10. Lucius Valerius said: First question: How well does CSM mechanics adapt to DW ? I'm looking forward to adapt the rules for CSM for a SM outside the DW. Second question: swift attack/lightning attack. In the demo it looked like the mechanics for this changed to work like semi and full auto. I wonder if it's like this in the main rulebook or if it was just the demo, and if so, are they still talents you have to buy or like for semi and full auto anyone can attack multiple times ? I believe there are conversion rules from BC to the other 3 games and vice versa. However, in BC, the CSM only receive a flat +4 tunnatural strength and toughness, that does not scale with the stats. In fact, there are no more x2, x3, and x4 unnatural stats anymore. I'm not sure what the different modifiers are (if even there is even a standard). I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect.
  11. I would like to ask: Are there any horde rules in Black Crusade like in DW?
  12. Gregorius21778 said: Thank you, Veroldindir. Any new Psyker Powers or Imperial Creed Rituals to battle the daemons? Perhaps some rules for Exorcimsn? Nothing for rules on excorcism per se. There is an excorcist-like elite advance for the adept or cleric called the Daemonym Seeker, which allows them to gain certain bonuses to combat and damage to daemons by knowing the true name of the daemon, kinda like an excorcist. The only other direct anti daemon psychic powers are for Grey Knights.
  13. Gregorius21778 said: H.B.M.C. said: Terminator Armour and Dreadknights. BYE Hi H.B.M.C. you seem to have the book as well, may I ask you some questions? - What is the "Banisher" like? - What is the "Theomancer" like? - What is the "Techsorcist" like? Banisher is an alternate rank 1 start for clerics, essentially an 'exorcist' type person as they have a lot of anti daemon powers, one that gives additional damage to warp instability tests, one that holds a daemon in place and strips it of daemonic trait. Also more resistant to corruption and insanity from reading heretical/daemonic texts. The Banisher doesn't get all the aforementioned at the start but as they rank up. Theomancer is a rank 4 psyker elite advance. They are like oracles and focusing on divination. They get to use the emperor's tarot to help them on a skill roll. The Techsorcist is a rank 6 tech priest elite advance. They really don't get anything special per se. Other than access to more forbidden lores to help them in daemon fighting.
  14. Kain McDogal said: Veroldindir said: The Grey Knights storm bolter is damage wise, per the errata 'optional' rules (1d10+9X), however the ROF and pen still retains the original storm bolter from DW. I would assume other weapons (incinerator, psycannon, etc), are scaled in accordance to the errata rules stat wise as there are no other weapons in the Grey Knights arsenal that you roll higher than a 2d10+XX damage. Praise the holy Emperor! His wisdom guided the Mechanicus of the FFG-forge to invent the proper instruments to cleanse the galaxy from daemon-scum. In fact I like the new Bolter Damage (1D10+9X) it's only 2 points lower than the average of the original and when it comes to dice I'm always on the losing side, so a higher fixed damage works better for me. For the same reason I really hated the new ROF because even with BS 70 I always hit with only 2 shots, but this is nothing to worry about in Daemon Hunter and I hope this will end the discussion about the optional stats. Maybe we will get the DW errata 1.2 soon, this time with the old ROF or even better FFG will relist all Weapon tables from DH, DW and RT. Oh, I start to fantasize, better calm down now. Otherwise this will start the old SoB-weapons-should-be-as-good-as-SM anew and this time they are even in the same game. Let's get ready to rumble! Oh I really, really, really can't wait now One last questions about the Aegis Armour: Are there also stats for Terminator or only for normal power armour? Well I emailed FFG and he (Martin) said the storm bolter stats in Daemon Hunter were used before the errata for DW was finalized, so they could not stop the printer for Daemon Hunter stats; therefore he suggested using the DW errata stats for storm bolters, which has a lower pen, etc. Also, the new DW errata for astartes weapons would be the new standard from what I gathered, so we can expect the same stats for Black Crusade traitor marines.
  15. Kain McDogal said: Wonder why they didn't bring out the GK-stats under the DW flag, is this a way to force the buyers to cross over to another game-line or are the stats really usable for both systems? With 13K xp they are on par with the DW SM, but they also have to buy psychic powers from this points, so they can't be more powerful than an "ordinary" Librarian. What about their weapons, are they similar to the original stats from DW or are they the nerfed down hit-ones-in-a-moon-and-waste-a-lot-of-ammo SB from the optional errata rules? Hope I will get my copy next week. The Grey Knights storm bolter is damage wise, per the errata 'optional' rules (1d10+9X), however the ROF and pen still retains the original storm bolter from DW. I would assume other weapons (incinerator, psycannon, etc), are scaled in accordance to the errata rules stat wise as there are no other weapons in the Grey Knights arsenal that you roll higher than a 2d10+XX damage.
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