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Droma

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Posts posted by Droma


  1. For the couple of players I have who insist in having some sort of set numbers, I made this rule of thumb based roughly on the descriptions in the book for them.

    Range                      Distance

    Engaged                   within 1 meter

    Short                        2-12 meters

    Medium                    13 - 24 meters

    Long                         25-48 meters

    Extreme                    49+ meters

    I think you should revise your estimates. Extreme range isn't doable except for upgraded rifles, sniper rifles, and heavy weapons and you estimate that to be just a tad over half a football field in length?

     

    I think your descriptions of engaged, short, and medium are fine but long needs to be revised way up.

    Edit: I got curious so I looked up the effective ranges of some modern equivalents for comparison.

    Hand gun up to 30-34 meters (30 yards)

    carbine/rifle up to 400-500 meters (roughly 4.5 football fields)

    Marine/Army Sniper rifles up to 1500-2000 meters (roughly 18 football fields)

     

    The book also describes medium as several dozen meters so that feels right. We can also see why moving from medium to long or long to extreme takes up your whole turn and why it's so hard to hit from those ranges.


  2. I personally really like the spec as is after the changes in update 5. I'm currently really looking forward to being a darkside brawler and using the enhance power and Talisman of Iron Fists to augment the play style. Schii-cho knight or marauder would then be good 2nd or 3rd specs to pick up.


  3. If the Artefact or item is on your fists (isn't say a magical amulet that doesn't require direct contact with the opposing weapon) and doesn't have a quality that specifically states that it immune to Sunder, then Sunder should work.

    It's a talisman that channels the force into your body. So you could probably still sunder it by targeting it with the aim action.


  4. I had a much longer post typed up before I did something dumb to get it erased.

     

    TLDR: Game mechanics aren't designed to reflect realties of the universe in any game. They are designed so that when something happens in a game and you ask does this feel right, the answer is yes. If a rule/mechanic doesn't give you that feeling then it's badly designed or your opinion is a minority.


  5. I gave up trying to figure out the Star Wars economy the first time I saw Star Wars in the movie theatre. Luke sells his land speeder and gives Obiwan the money. Obiwan then tells Han he can pay 2000 now and another 15000 when they reach Alderaan. To which Luke exclaims "17,000? We could almost buy our own ship for that!" So the equivalent of a transoceanic plane ride for two passengers is almost nine times what a used car will sell for, but an airplane can be purchased for not much more than the cost of airfare? This just doesn't make sense. Then in Return of the Jedi we find that the offered bounty on Chewbacca is 50,000 credits, this seems awfully low if transport to Alderaan was 17,000.

    It end to ignore specific prices and just tell my players if they are feeling flush or are scraping their pocket lint. At least for day to day stuff.

    You're prices are a little off. Han wants to charge them 10,000 credits after Obi'wan says they want to avoid imperial entanglements. Luke says they could almost buy their own ship for that. Normal transport is probably more in the 1-2k credit range.

     

    What you need to factor in is rarirty. It's like the difference between a car and a mint condition babe ruthe rookie card. The price tag may be similar but one is a lot harder to get your hands on.


  6. Routa-maa said:

    OW corebook p.191 Weapon Customisation - Home Material: +5 to any fear test.

    just like Kasrkin should have by Grenadier Doctrine auxiliary grenade launcher weapon upgrade in their starting equipment.

    Always go through homeworld, regiment, doctrine, special equipment and drawback to check that everything is correctly marked if you use premade regiment.



    Kasrkin are extremely weird. Almost none of their equipment makes any sense when you just look at the regiment creation rules used to make them. The designers took massive liberties to make them match the fluff.

  7. Alekzanter said:

    EDIT: The "fluff" of Kasrkin has been butchered in HotE. Kasrkin are Cadia's Storm Troopers, not a regiment unto themselves. So much about Only War makes me want to flip the table…



    That's going to be a problem with any game system that tries to mimic the huge variences that 40k has. Rules are always going to be too general for all the sutbleties that the source material has.

    With a lot of this I think a GM just has to make some reasonable desicions so that the fluff isn't butchered.

    Example:

    The players are playing as Kasrkin from HotE. In my campaign they would be a small detachment that is seconded to a larger cadian mechanized infantry regiment. I'd use the Cadian regiment from OW core book to represent this larger regiment. Specialists would be part of the larger regiment while guardsmen and stormtroopers could use the kasrkin rules.

    It's not RAW but it should work well.

    All the pre-made regiments work great when the players only choose guardsman classes. Specialists screw a lot of things up from a fluff perspective.

  8. Get rid of the extra damage dice and just add several normal enemies with anti-armour weapons to the combat. The Horde can always provide cover for those enemies as well.

    The major problems with hordes are just the extra damage dice. Lose that and they work rather well. I know the next book out for OW is supposed to have some sort of squad based combat rules in it. I'm looking forward to seeing what they do with it.


  9. I'm not sure about the best way to use hordes against vehicles but as far as using them against non space marines I found removing the bonus damage dice and keeping all their other rules works pretty well.


  10. bogi_khaosa said:

    Droma said:

     

    Specialist gear is in addition to standard gear. It is different however in that if lost/destroyed/etc you must roll a logistics check for a new one instead of getting it automatically.

     

     

     

    I know it says this, but it doesn't make any sense. Why would an Ogryn get a lasgun and knife that he can't use? And a ripper gun that he needs a logistics check to replace, despite it being his standard weapon?

    It also contradicts the statement (which is somewhere) that characters are assigned a main weapon (usually a basic weapon) and maybe up to two additional weapons (usually a pistol and melee weapon).



    It doesn't contradict at all. The main weapon is the laspistol(normally this is replaced with something else during regiment creation) and the melee weapon is the knife.

    Officers Speach, "The Imperial Guard does not care whether or not you are capable of using the weapon. It was assigned to you because it is the standard equipment of the regiment you are attached to and you are responsible for its care. All equipment that is assigned via specialty is surpluss and the regiment is not garenteed to have additonal stocks of that equipment on hand. The standard kit is intended to give the soldier all the equipment they will need to fight the Emperors enemies, if you have additional equipment assigned to you from a specialty consider it the God Emperpors blessing and be happy you are so fortunate."

    From the core rulebook, Armoury chapter, Logistics section, "Every soldier is issued a standard kit that is consistent with the gear provided to all members of his regiment. In addition, specialist gear is provided to soldiers who have particular responsibilities…For game purposes, any equipment—whether acquired through legitimate or underhanded means—apart from the standard kit falls under the umbrella of the Logistics system. This includes gear issued to specialists as well as equipment specific to a mission—including non-standard gear that a Player Character might requisition…"

  11. bogi_khaosa said:

    I've always assumed assumed that specialist gear replaces whatever the corresponding weapon is in the Standard Kit (which is usually one main weapon and one or two secondary weapons).

    So chainsword replaces knife, sniper rifle or ripper gun replace lasgun, etc.



    Specialist gear is in addition to standard gear. It is different however in that if lost/destroyed/etc you must roll a logistics check for a new one instead of getting it automatically.

  12. Adeptus-B said:

    My standard advice about minis in WH40KRP is to be careful with the scale: I started out playing with 1 inch = 1 meter, but that made it too easy for fights to spill off the kitchen table; now I mostly use 1/2 inch = 1 meter or 1 cm = 1 meter.



    When you do it this way go gridless and use a tape measure. Trying to convert a 1" grid mat into 1/2" scale gets rough very quickly.

  13. 1. High XP cost to make it work.
    2. Extremely narrow focus
    3. Reliance on comrades which are easily killed
    4. Characters can only benefit from first aid once every 24 hours.
    5.  A heavy weapon is still extremely likely to kill you in a single hit.

    Conclusion: Not broken.

    With how deadly the system can be and how much they've learned from previous system mistakes it's extremely hard to really break the system. Until I see ascension level brokeness I won't really be all that impressed.


  14. Vladimus said:

    Oh man I don't know how I missed that. Thanks ^^



    The rules aren't organized very well so often stuff like this is in multiple sections. Do a detailed reading of the armoury and combat sections, tons of rules burried in the middle of paragraphs.
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