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Posts posted by Routa-maa
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Well I don't think that FFG can anyway speed up their shipments as they are not the ones moving them. FFG workers are not driving the deliveries to port and loading/offloading them to ships to get them to differend countries.
Once I got notification that my preordered book had come to local retailer shop and I was jumping with joy. After I got to said shop, they had to apologies me that it seemed that the whole shipment from FFG had to be send back. All the books and games in that one delivery were soaked because dockworkers had left that one in the rain for whole week as they where on strike.
So I was frustrated whit the dockworkeres for doing lousy job not FFG.
I just wanted to point these things up and if it seems I poured promethium on flames, it wasn't the intention. It just seems you have bad retailer shops and such in UK.
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Capt_Dymock said:
AlphariusOmegon7 said:
Penetration ignores Toughness Bonus as well….
It really, really doesn't. If pen ignored toughness then Melta would be the ultimate weapon against everything. Certain things, like Felling, can lower or ignore Toughness Bonus, but standard Pen does not affect Toughness at all.
Just nitpicking but have to make small correction.
Felling affects only Unnatural Toughness bonus not normal Toughness bonus.
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BrianDavion said:
Routa-maa said:
signoftheserpent said:
Blood Pact said:
signoftheserpent said:
Did Tome of Excess get lost at sea or something?
That eagre to declare that you're not buying the book, or anything from FFG ever again, for the umpteenth time, eh?
I've never made such a claim.
Tome of Excess is still overdue. There is no release for this scheduled so far outside of the US it seems.
FFG as a company have some considerable problems and ignoring these (look at the Dark Reign review for Hemmer of the Emperor) does nothing to fix them.
Dunno. Have had my copy for over 3 weeks and I live in Finland. So your statement is inaccurate.
I've got mine on order but it seems to be tied up in customs.
Lucky me. Bought it from local retailer

But sure some books take abyssal long to come and some just pop up in store shelfs almost after they have announced that "(insert book name) is in stores now."
Warp travel is unpredictable truly.
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signoftheserpent said:
Blood Pact said:
signoftheserpent said:
Did Tome of Excess get lost at sea or something?
That eagre to declare that you're not buying the book, or anything from FFG ever again, for the umpteenth time, eh?
I've never made such a claim.
Tome of Excess is still overdue. There is no release for this scheduled so far outside of the US it seems.
FFG as a company have some considerable problems and ignoring these (look at the Dark Reign review for Hemmer of the Emperor) does nothing to fix them.
Dunno. Have had my copy for over 3 weeks and I live in Finland. So your statement is inaccurate.
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Kamikazzijoe said:
Routa-maa said:
BC Corebook p.137
Upper left corners texts last sentence: "In addition, if the Minion does not take the Size trait, it is assumed to be Size (4), the size of average human.
I have used my own tweak on Minion building that if someone wants to get for example Unnatural Strength (2) they have to use two (2) traits to get it. So no One trait to get Unnatural Strength (4). Unless FFG Errata those rules im going to keep using my own.
Can't believe I read over that as many times as I've been looking at this. Thank you.
Well you can't blame FFG at least trying to get players to read every sentence in their books as they hide those little tidbits here and there.
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@HappyDaze
Why don't you use same thing FFG used to denote that Dark Eldar Beastmasters mostly use only hoverbords by using this simple thing
Operate (Surface [Hover])
So for your Drop Trooper regiment
Operate (Aeronautica[Grav Chute])
Don't know have anyone else noticed that little marking but with this you could narrow what things the players can operate.
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BC Corebook p.137
Upper left corners texts last sentence: "In addition, if the Minion does not take the Size trait, it is assumed to be Size (4), the size of average human.
I have used my own tweak on Minion building that if someone wants to get for example Unnatural Strength (2) they have to use two (2) traits to get it. So no One trait to get Unnatural Strength (4). Unless FFG Errata those rules im going to keep using my own.
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Amroth said:
Just a very minor question, I notice the Apostate gets a Chaos symbol pendant at start up but this doesn't seem to have any rules.
There is however I noticed an unholy icon under tools which adds +20 to charm tests against fellow heretics and unleashes a *&%$ storm if uncovered on your person by loyalists.
Are these meant to be the same thing or am I just reaching?
I have used it as that. As for unholy tomes or dataslate filled with arcane lore I recommend getting your hands on Tome of Excess if you dont have it yet. It has nice wargear, blasphemous tome if I remember correctly, thats good to represent those or any other datamedium containing device or book with little tweak.
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Cpt. Harkonnen said:
Wow WhiteLycan, you are naive! Making the Adeptus Astartes not as tough as what they really are? Are you serious? A starting Astartes is 13000 XP, that would be Rank 4 Explorator, and just barely at that. Now, not sure what kind of candy giving GM you got but for you to have Unnatural Strength, is a bit out of the possible. Heres an example:
My starting space Marine stats: WS 41, BS 37, S 46 (8), T 40 (8), Ag 39, Int 42, Per 45, WP 44, Fel 38
Now those are my stats BEFORE I chose a career, chapter, power armor history and/or special gear.
Lets say I go with the good old Ultra Marines, I get +5 to any 2 Characteristics of my choice, I go with WS +5 and Str +5 now my WS is a 46 and Str of 51, your best possible at Rank 3 would be 65 and lets say you got lucky during character generation and it’s a 70. So your 70 vs. my starting 46.. but WAIT I’m not done yet.
After choosing Chapter: WS 46, BS 37, S 51 (10), T 40 (8), Ag 39, Int 42, Per 45, WP 44, Fel 38
Now I get to choose my Specialty, I go with Assault Marine, now I get Swift Attack, that’s 2 attacks per round to your 1.
Now I don my Power Armor, which don’t forget I no longer count as Hulking thanks to my black carapace implant. And a History of +5 WS and -5 BS
WS 51, BS 32, S 71(10), T 40(8), Ag 39, Int 42, Per 45, WP 44, Fel 38
Now I get to spend 1000 XP to flush out my Assault Marine, and seeing as there’s a nasty Heretek out there who thinks he can best me, I’ll dump most of it in to my WS and Strength, with a few random points left over for whatever.
WS 61, BS 32, S 76 (10), T 40 (8), Ag 39, Int 42, Per 45, WP 44, Fel 38
Now assuming I have on average 4 Fate Points, I’m going to use Swift Attack and Killing Strike in the same round. That’s 2 attacks you can’t parry or dodge. So you’re going to take 1d10+13 Pen 4 Tearing damage. Your Armor can only soak 4 of that and your Toughness and Machine 1 Trait can soak.. let’s say another 5, your only soaking 9 points out of 1d10+13 TEARING. Your Heretek is not going to last very long against my Space Marine. And with a WS of 61 and parry of 71, there’s a good chance your ONE attack a round will never even land.
You would have better lucking making an Arch-Militant with the Melee Specialty going against an Astrates than your pitiful Tech-Priest, and if you did go heavy Melee Explorator, you'd be sacrificing a lot of skills and talents that make them what they are, tech savvy gurus.
Uuum only thing i see wrongly here is using Swift Attack and Killing Strike together. Unless theres some house rule or Errata I haven't seen Killing strike could only be used with All-out attack option.
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When I read the description of Dark Devotion, I get the impression that even if Dark Apostle is Aligned to Khorne he can still use Infamy to Construct Monument to Tzeentch (Why would any true follower of Khorne summon Tzeentchian daemon, you might ask? To offer the cowardly Sorcerous daemons skull to his Master) and gain that +30 to rolls for Rites & Rituals of Tzeench when they use them there. But if they use Rites & Rituals of other Chaos Gods there, example Nurgle they gain the -30 to rolls.
In the Expanded Ritual Modifiers it gives impression that forementioned Khorne Aligned Dark Apostle would get -30 to all other Rites & Rituals concerning Tzeentch, Nurgle & Slaanesh. But as I mentioned before he might mitigate the -30 to his rolls by building Monument dedigated to Tzeentch, Nurgle or Slaanesh. Until FFG makes official Errata concerning this I will use my own interpretation.
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Are you playing that the Your team is under Ordo Xenos Inquisitor or working with vile Xenos. Because I don't know how you could get your hands on Lance weapons. But either way Lance quality weapons are truly one shot one kill weapons.
Just out of curiosity. Is your GM playing the Necrons as Hordes (like in DW/BC) or groups of (insert number).
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Erathia said:
eBarbarossa said:
Not exactly. Cybernetic Eye on the wrong side and different cables about the head. But, yeah, the style is quite similar.
No Arbitrator that couldn't have been me who robbed the Saint's crypt .As you can see I have a totally different cybernetic eye.
Arbiter: "You are under arrest conserning multiple breaking of local Ecclesiarchal sites:"
Cleric: "No, It wasn't me it was the one armed man!"
Arbiter: "Your other arm is Cybernetic, and you are fitting the description we got from local precinct."
Cleric: "Ok I confess, but what are they going to do to me. What are they going to do!"
Sorry just couldn't keep "Mask" reference out.
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AtoMaki said:
bogi_khaosa said:
Do these characters actually have the knowledge of Necrons to make these metagaming decisions in the first place?
Yes. They are supposed to be "veteran" Necron hunters, that's why they are in the warzone in the first place.
Also, as a note I should add that any of us can take special weapons (like palsma guns and such). So, should we use melta weapons or plasma weapons? Or something else?
And we have access to haywire grenades too. Should we use them (we are a little bit afraid of using haywire stuff, because it can backfire way too easily)?
I would say take Melta. Shorter range but damage output that can with good roll drop warrior on single shot. Immortal would take two good shots. High TB is nasty, nasty thing.
Only good rule for using Haywire grenades: "Don't fumble and blow it in your hand." As long as you stay out of the 3m field you should have nothing to worry about. Also like Sunhawk88 said: take also Blind Grenades as they work agains IR and other EM spectrum sights.
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Boss Gitsmasha said:

Just had to post that this made my day

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HappyDaze said:
I hope to see something thematically like a necromancer - but with plague-infected 'zombie' minions rather than actual undead. Being able to brew up various strains of the plague that can give different shades to the plague zombies (fast spas-zombies vs. unstoppable shamblers vs. biological bombs that spray nastyness when they are killed).
Someone has been playing too much Left 4 Dead and Dead Island =) Both where fun games, but back to the topic
Festus the Leechlord from Warriors of Chaos. This guy gave me the creeps when I first saw him.
Some Imperial backwater towns new practitioner who makes concoctions to help his "poor" villagers who have in some "mysterious" way gotten ill.
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Sharp said:
bogi_khaosa said:
vs. 20 side armour (I think it's 22 really) 3d10+3 means a critical hit 33% of the time each time they exceed the AP, which will be about 40% of the time. Due to size of tank and horde rules for number of attacks they will hit a lot with multiple hits if firing SA or FA..
From the rear (which is where a smart Horde would be attacking if possible), a Chimera will be destroyed in about 5 rounds I think on average by a large horde of lasguns firing semi-auto, doing fuzzy math in my head. Autoguns will do it twice as fast due to FA.
I don't have my books with me at the moment but I believe to remember, that hordes cannot inflict Zealous Hatred/Righteous Furry, so if i understood the vehicle rules right, no crits before they reduced structure to zero.
Yes. BC core p.350 "Damage caused by Hordes" last sentence.
"Hordes cannot inflict Zealous Hatred unless specifically noted otherwise. The damage they could deal is taken into account with the extra dice they roll."
But why not play it with little paranoia aspect. Make Cultist Horde attack from the front while 4 man cult-team wielding 2 missile launchers armed with Krak missiles leave the main group and tries to make ambush attack from the rear, as they are not part of the Horde they inflict ZH/RF normally on damage roll of 10.. Players could make Perception/Awareness test to notice this little deception and act accordingly.
Tome of Blood had many nice Horde rules that I have being meant to implement to the OW game I'm, hopefully soon, starting to lead. Also as soon as Tome of Excess comes to the local gaming store near me I'm going to buy it and use the new minion rules to represent the comrades.
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OW corerules p.169, Corrosive - weapons that have Corrosive weapon special quality lower Armour Points on hit location by d10. This degradation can be applied multiple times and if AP drops down to 0 any excess damage is applied to the Target character. This excess damage is not reduced by Toughness.
Character who has Armour Monger talent can repair this damaged armour using this talent.
Only way I have found that makes your armour go POOOF. Not even Melta that uses intense heat do it, but most of the time Melta weapons Pen make jokes about infantry wearable armour.
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Chewylee1981 said:
I've been reading my new copy of hammer of the emperor and reading the Tanith rules i found that they have a las carbine with the "home materials" rule.
I can't find the rule anywhere in the core rules or hammer of the emperor books.
Any help would be great.
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.
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BaronIveagh said:
Malachai said:
It specifically says under "multiple comrades" on the commander page that you can only issue one specialty order per turn. pg 63
Which conflicts with the Sergeant's special rule that lets him apply all orders to all comrades within vox range.
Also pointing out that only one Ranged Volley Order or Close Quarters Order can be issued.
Remember the difference between Order and Sweeping Order. Order affect one comrade, Sweeping Order affects all comrades in range. Pc can issue only one sweeping order per turn.
After rereading the Vox-Tech from Sergeant I can see where this confusion is all about. RAW it's correct to say that all orders are affected by it. But I GM it that only Sweeping Orders can affect other players characters.
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zylosan said:
Thoughts and opions on how the typical DW team makes it from one star system to another.
I generally assume that a team of initiated renown level DW operatives would be assigned a smalle transport or firgate as thier transport. However one of my players assumed that the squad would be using a strike cruiser with full teleport capabiliites.
Supplement adventures transports run from hitching a ride on a near by Rogue Trader to dedicated strike ships so thats not much help. Do you think a team would have a dedicated transport or just what ever is close to hand? My Kill-Team will likely be doing some planet hopping as they chase down leads so I am inclidned to give them a dedicated transport (that can be upgraded during play as the team levels.) but I am unsure as to what to use as a baseline.
There is dedicated fleet under Deathwatch for Kill-Team to use but also hitching a ride from Rogue Trader is not out of option.
Here's few links from Lexicanum for pointers.
http://wh40k.lexicanum.com/wiki/Deathwatch#.UY_1C0obgWk
http://wh40k.lexicanum.com/wiki/Space_Marine_Fleet#.UY_2TUobgWk
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Bayard91 said:
In this table, it has three columns. One for Characteristic Names, and two for Aptitudes.
In my digital copy of the rulebook, I only have a list of aptitudes under the third column, but not under the second. Column 1 being Characteristics, Column 2 being Aptitude 1 and column 3 being Aptitude 2.So, if I want to increase a characters stats, I would always pay the extra experience for only having 1 aptitude in that particular characteristic. Is something missing from my rulebook?
They have somekind issues of not thinking sometimes through on FFG.
Characteristic/Aptitude 1 are one and the same. For example, if you have Strength and Offence you pay 100xp for Simple Strength increase and so forth. only Strength or Offence you pay 250xp for Strength increase.
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Have only tested this beaty for 20 minute and I'm in love with it. Only one crash has happened, When I chose Help and tried to check About Rogue Trader System Generator.
But boy, oh boy. I have gotten nice systems, planets and native flora and fauna. Just with little tweaks I can make my players lives a living hell for Only War with this.
This is nice job and I hope that you can keep this updated for long time.
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bogi_khaosa said:
Does a tech-priest's servitor count as a comrade? Or is it only there to help him out with repairs and carry things?
Given the lack of a ranged weapon I can't see it doing volley fire…
I would say yes, Servitor counts as Comrade. But as you pointed out It cant use ranged volley. I gave my player change to upgrade his servitor with ranged weapon but only after his logistic rating was high enough.

(Talents) Warp Conduit and Strong Minded
in Deathwatch Rules Questions
Posted
Delazar78 said:
The Warp Conduit Talent can be taken by a Rank 3 Librarian, but one of the prerequisites is the Strong Minded Talent, which can only be taken at Rank 4… is this a mistake?
Yes, by DW errata they should be switched. Direct quote goes as following:
"Replace the Warp Conduit Talent advance at Rank 3 with the Strong Minded Talent advance for a cost of 800xp. Replace the Strong Minded Talent advance at Rank 4 with the Warp Conduit Talent advance for a cost of 1000xp."