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Everything posted by Routa-maa
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They seem to have misplaced it. Should propably send message to FFG team about this. But you could interpretate by going through stats of C'tan shard its natural weapon. C'tan Shard - Natural Attack: 1d10+SB (natural weapons + SBx3), Pen 10, add 10 to Overload rolls of any fields it hits, ignore cover (Melee & Ranged) Then add nice little power like Entropic Touch and Transdimensional Thunderbolt and have a nice day =)
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The 'once per wound' idea seems like the obvious, but more messy solution, since you have to track wounds individually. Also there comes an issue where you take a major wound, heal some by first aid, take a tiny wound, and heal back more than the tiny wound with another first aid (hence, an additional wound heals you more than it hurts you by virtue of allowing another first aid use). A solution may be "Record your wounds since the last time you were healed (first aid, rest, extended care, etc). First aid cannot heal you beyond this point. After you sustain any number of damaging hits, one first aid attempt can be made on you, at which point you record a new, lower number beyond which first aid can no longer heal you." This way, first aid provides a patchup after each battle, but not a long term solution. For example, Tim starts a day at full 12 wounds, takes a bullet which reduces him to six. A medic may attempt first aid and restore him back to 12 wounds with enough successes. Unfortunately the medic only manages to heal 3 wounds, restoring him to nine. Tim can no longer receive first aid to heal him higher than 9 until he finds some other means of healing. He takes a bullet that does 1 damage, and before he can receive first aid, another that does 4 damage, reducing him to 4 wounds remaining. He can only gain first aid once to treat both these wounds, and his squad medic fails the test. Now Tim cannot benefit from first aid again until he takes more damage or is healed. If he takes more damage, first aid can only restore him to 4 wounds or less. I also agree with extended care having a chance to cause death if no care at all has a greater chance of causing death. This is sound almost same that me and my group use. You can use First Aid many times per day but every failed treatment for wound stacks and waits to be healed. Although if players are expecting to be scouting or otherwise unable to get to the base, they may use First Aid next day to see if they can heal additional wounds back. I'm harsh GM but I know that on the long shot players start to feel depressed when they guys are almost all the time in Med-tent having treatment for their wounds.
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Like Magnus Grendel said. "Anything that can go wrong, will go wrong" My players and myself has seen it many, many, many times over. Example: Not only will the ship they are in slam into the mountain, but it slams at top speed as the inexperienced pilot mistakenly activates afterburners. When they might have survived crashland whit high critical wounds, this high speed crashland liquifies their bodies inside Power Armours. Roll new characters
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With due warning and understanding, of course, that a senior Archmagos of the Mechanicus is also amongst the 'Peer Of The Imperium Club' and perfectly capable of pulling the same level of authority on him* - the senior members of the Mechanicus are massively, massively influential individuals, and ultimately report up to one of the few permenant High Lords of Terra (the Fabricator General). More importantly (since I agree whole with Fgdsfg's point about firepower), the Mechanicus is one of the few factions of the Imperium other than the Navy who can turn up with a bigger, better armed ship than the Rogue Trader if they really wish to make a point. The balance of power thus established encourages politeness between all important political factions and restrains infighting to much tidier and generally more socially acceptible insults, petty point-scoring and occasional assassinations. Have a look for a .pdf called "Explorator Warbands". It was written by Gav Thorpe for the Inquisitor wargame, and lists several philosophical factions of the Adeptus Mechanicus, akin to the Thorian/Amalathian/Xanthite/etc splits in the Inquisition. Examples are given such as the Organicisists, who prefer bio-tech to augmetics, along with a sort of mechanicus equivalent to the Thorians (who aren't happy with the inefficiencies of random chance, and hence want to build a new host for the Omnissiah). * Example: Archmagos Veneratus Kotov in Lords Of Mars (although bear in mind this man is one of the senior Magi of the entire Adeptus Mechanicus): Accusatory cretin: "This man's warrant of trade is a forgery!" Archmagos: "No it isn't." Warrant Holder: "Err...yes it is, actually. Sorry. Please don't..." Archmagos: "No it isn't. Because I realised that it was, and arranged the issue of a genuine warrant of trade with the same backdated details to avoid precisely these problems." Warrant Holder: "...drag my crew into it though.....wait...you...did...what?!?!" Archmagos: "I believe 'thank you' is the correct term." (Kotov is, in fact, utterly awesome. If you haven't read the Priests Of Mars series, I recommend it.) I liked Priests of Mars and Loved Lords of Mars. Can't wait for Gods of Mars. That part with Kotov was epic. Shows that not all AdMech Magos are assholes (although he had his own agenda for doing this)
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Sorry but no, Advanced Skills cannot be used if you are not trained in them. So say "hello" to the mountain as you meet it. GM fiat is propably only answer in this case.
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Swift Attack, Lighting Attack, Dodge And Parry
Routa-maa replied to ExGemini's topic in Deathwatch Rules Questions
Sorry didn't have my books with me so had to use what I remembered. And might have left some parts off. In Deathwatch Switf/Lightning Attack was Talent. So you could only gain the Swift/Lightning Attack, when wielding two melee weapons, with one (1) of them. So wielding Lightning Claws you could only gain max 3 attacks with other. So Maximum hits you could get was 4. Now as they (Swift/Lightning attack) are actions you can choose to use Standard/Swift/Lightning attack with both of them. And you just make one roll and count your DoS to see how many times you hit. So wielding two lightning claws you could get with your WS 70 Assault total of 14 hits. Not rolling a separate rolls to see how many hit and them see if they made any damage. Well this max 14 hits is my interpretation of this rule as it only says "Success indicates he has hit his target with his melee weapon once for every DoS." So you could say that attacking with two weapons you could gain 7 hits twice. But don't take my word for granted I might be wrong. -
Swift Attack, Lighting Attack, Dodge And Parry
Routa-maa replied to ExGemini's topic in Deathwatch Rules Questions
@ Magnus Grendel No, not any more. They Errated that you just make Standard attack with Charge. So no more Swift/Lightning attack Charge combo. Not really - since you can't make a second attack-type action, all you can really use that other half action for is to aim (which, since multi-attack actions come with a to-hit penalty is fair enough). Barring feint/acrobatics type shenannigans, anyway. The main difference was that it lets you use them on a charge. Charge (page 235): Replace the action’s description with: “The character rushes at his target and delivers a single melee attack. The target must be at least four metres away, but still within the attacker’s Charge Move (see Table 9-31: Structured Time Movement). The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. Once the attacker reaches his target, he may make a single Standard Attack at a +20 bonus (the +10 for Standard Attack is included). If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting Damage. See Grappling, page 237.” Two-weapon Fighting has changed though. No more just 3 main hand and 1 off hand attack. You can make Lightning attack with both weapons. Also this Question: How is Two-Weapon Fighting with the Multiple Arms Trait handled? Does every extra pair of limbs allow an additional Standard Attack, or an entirely new Attack roll that can be combined with Lightning Attack, etc.? Does the Tail Mutation’s additional attack work the same way? Answer: The Latter (it is a new Attack roll), and yes, the Tail Mutation also adds an additional Attack roll. -
Swift Attack, Lighting Attack, Dodge And Parry
Routa-maa replied to ExGemini's topic in Deathwatch Rules Questions
Clarification: The attacker cannot dodge or parry until his next turn. Defender can try to if he wants (unless the attacker used the Killing Strike talent). Thanks for correcting. Thats what I meant. -
Took this from Lexicanum so might not be the most Fluff-iest source but what can you do. (My image of this stuff is Oil) Promethium is a general term for any form of fuel in the Imperium. The term also commonly refers to the substance used as fuel for Imperial flamer weapons, a highly volatile incendiary gel which immediately ignites on contact with oxygen. It reaches super hot temperatures. Similar to napalm, the gel sticks to an individual, continuing to burn on its own accord, even underwater and in space. It also fuels most spacecraft and vehicles, both military and civilian. In addition to this, Promethium is used to create an array of everyday necessities, ranging from dyes and plastics to pharmaceuticals and synthetic protein bars. Promethium is extracted and refined in a number of different ways. Some of the most common methods are extracting it from the atmospheres of gas giants, the mining of ancient organic material deposits, and the processing of certain rare ices that are only found on ice worlds.
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Swift Attack, Lighting Attack, Dodge And Parry
Routa-maa replied to ExGemini's topic in Deathwatch Rules Questions
In OW attacks actions are: Standard attack = +10 Swift/Semiauto = +0, 1 extra hit per 2 Degrees of Success Lightning/Full Auto = -10, 1 extra hit per 1 Degree of Success Charge +20(+10 from standard attack is already counted) All-Out Attack +30 (can't dodge or parry) Also bear in mind that in BC/OW your Weapon Skill Bonus (tens digit) caps how many times you can hit per Swift/Lightning attack action. -
How much damage do choppas and power klaws do?
Routa-maa replied to bogi_khaosa's topic in Only War Rules Questions
Old Unnatural characteristics were multipliers (x2, x3) Power Fists multiplier was added to it. So x2 became x3 and so fort. Power armour was also added after said multiplier. Example (SBx2)+20/30(power/terminator armour) -
Sir Robin: What's he do? Nibble your bum? -Monty Python and the Holy Grail. Also in mind came Murray from Monkey Island. At least this thing doesn't have trouble moving around.
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His Sword was Sanctified.
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Bugger, pressed "Quote" and not edit. So nothing to see here, move along.
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BC Corebook p.149 - Force weapon special quality last sentence: "Force weapons cannot be destroyed by a power weapon’s field." Also in Inquisitor's handbook p.188, Into the Storm p.127, Deathwatch p.155 and Only War p.170 So you have just missed it. was just writing this when you wrote that. But happened to me few times also. So thats why I knew.
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It was something about Psykers in Battle and if they should/would get same equipment as rest of the group. And at some point it went Ploin shaped, like Commissar Cain likes to say. Would possibly change, only possibly mind you, his Lasgun to Laspistol.
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Looking through my books I see some things that are left out from BC corebook and Force weapon special quality. First of all in DH, RT and OW Force weapon quality states that if Force weapon is used by non-psyker it counts as (Good in DH) Best Cratmanship Mono variant of said weapon. So that somewhat explains Force Swords +1 damage and +2 pen increase over its primitive version but not why they left it out from almost every single other weapon in Force weapon list. Also the Force Description in BC is wrong. It should state that said force weapon wielded by PR 3 psyker should get +3 to damage and Pen, not inflict 1d10+3 damage and have pen 3. I have used it like that, as it's explained in DH, RT, DW and OW. If you want to check this out I recommend going to 40K RPG Tools Or if your still not convinced send message to FFG team and ask. Link can be found on the at the bottom of the page between User Support and Help links. Or if you happen to fail your Perception test, I put it HERE @Athanatosz Have you house ruled or was there some reason why Power weapon destroyed Force weapon. Just asking because Force Weapons are immune to that effect.
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Can I have telescopic sight and red dot laser sight?
Routa-maa replied to eriktheguy's topic in Only War Rules Questions
@Tenebrae Haven't heard that one in a long time @Bogi_Khaosa Well, it doesn't affect Stealth per se. It just give the target some way to notice that he's being targeted and possibly dodge the shot. Finding the sniper would still be it's own game. -
Proposed New Stage in Character Creation
Routa-maa replied to Plushy's topic in Dark Heresy Second Edition Beta
@cps Here's something for your. You never know what you might find when you seek enough. http://www.darkreign.org/content/only-war-cost-calculator https://docs.google.com/file/d/0B2IY1aRP-1QRSllQbjJCRUtZMzg/edit?pli=1 -
There is Night Lord advanced archtype in Tome of Blood, Khorne dedicated source book. But it could also be done with normal character creation rules.
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Take in to account that those these weapons are differend variants of the similar weapon but made for differend purposes. Kroot Hunting Rifle is made for sniping fire, as Kroot Rifle is made for closer combat situations. Hunting Rifle doesn't posses melee attachments of Rifle variant. Also I think they mixed up breach-loaded and bolt-action.
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I might give that to those Gifts of Chaos/Cybernetics/other things that have that + in their description. But as Synthmuscle only says that it grants UNS (4) might play it as not giving if SMC tries to get it
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Could you reference the page number for this. If memory serves correctly you only gain the Highest Unnatural Characteristic. I could also remember wrong.
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They Errated it. Every Bolt weapon has Tearing.
