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Everything posted by Routa-maa
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I Don't Get the Point of Blasphemous Incantation
Routa-maa replied to bloody malth's topic in Black Crusade
bloody malth said: Blasphemous Incantation is a tier 3 talent, so is Psy Rating. The two talents cost the same and they both up the character's psy rating by one, but here are the differences: Blasphemous Incantation takes an extra half action to use and powers that are activated with a reaction cannot benefit from it. The character using Blasphemous Incantation suffers a +20 to any Psychic Phenomena rolls made as a result of the power used with it. A roll of 91-00 when using Blasphemous Incantation automatically means the character must roll on Perils of the Warp. By contrast, upping your Psy Rating doesn't come with any baggage. If your character is dedicated to Tzeentch, Blasphemous Incantation becomes a little cheaper than upping Psy Rating and that is the only reason I could see anyone considering picking up this power. Or maybe role-playing reasons. There are some very astute people on these boards, so can anyone see something I am missing? Blasphemous Incantation doesn't seem like a very useful talent, especially one of Tier 3 rank. Blasphemous Incantation is one of the Paths to Power as explained on BC corerules p.207. It can be taken just once unlike Psy Rating talent that can be taken multiple times. It's morning here where I live under the rock, and I haven't yet got decent cup of coffee. So my brains are little bit frozen and can't make much more coherent text as must first translate the rule into finnish and then back into english. -
I think I just broke my teeth… (Stars of Inequity)
Routa-maa replied to HappyDaze's topic in Rogue Trader
TiLT said: Thanks for the heads-up, but the errata only seems to cover colony creation, which is not part of my generator. The errata for The Koronus Bestiary also doesn't touch any of the things I've used, so no changes are needed. Well, technically they were. I stumbled upon a lot of strangeness during my time with these books, in particular when it comes to the use of the Primitive weapon quality for Xenos, and the Improved Natural Weapons trait that isn't described in the Rogue Trader book at all. I know what it does, but I had to go to the later WH40k RPGs to find out. Improved Natural Weapons Trait and Razor Sharp Weapon Quality is mentioned in Koronus Bestiary p.4 Checked through Into the Storm and almost missed the mention. Only by luck and my curiosity of all things Xenos (Don't tell Ordo Xenos, I'm already on their Black List for observation) made me take a look of Genestealer stats there and noticed little * mark and yes there was mention about Improved Natural Weapons. -
bogi_khaosa said: ZombieLenin said: Now with those two things out of the way, here is my take on the answer to your question. First, being new to the system myself, where did you find rules (and what type of armor) that say your mega armored noobs can't use the run action? I don't remember seeing this anywhere, but its totally possible I missed it. It's in the adventure Final Testament, as well as other places in the 40KRPG line where mega armour has been written up (Creatures Anathema, for instance). Terminators can't do it either. They can Charge, but not Run. Which leaves me in a quandary as to what to do with my meganobs. Do they just Full Move until an enemy gets in Charge range, then get a burst of speed, or what? This is especially perplexing when the meganobs are refered to as "dangerous because of their speed." Do the samething as I. In open ground, Ork Trukk or Battlewagon for transportation, problem solved. Inside buildings it doesn't matter as distances are short. My meganobs have many times while inside used "Shortcuts" (read charged through walls) to get in melee. Few of those have ended up them bashing their head on reinforced concreat. But that hasn't stopped them trying.
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I think I just broke my teeth… (Stars of Inequity)
Routa-maa replied to HappyDaze's topic in Rogue Trader
@TiLT Just yesterday noticed that they have released new Errata for Rogue Trader with some corrections to Stars of Inequity. There are few word and numerical corrections. -
OW corerules p.68 Favoured weapons: Member's of this regiment gain +10 on all logistic roll's to obtain these weapons and ammunition for them. and before any PC rushes to shout he wants meltagun, it should be pointed that these are only available, and this is my interpretation, for heavy gunner and weapon specialist. also if there's anyother regiment in the battlefield who has the same favoured weapon these rolls get +20 also. As pointed in OW corerules p.163. so OP should get from +10-30 in logistic rolls to obtain ammo for his weapon. Off course battlefield conditions are fluid and Departmento Munitorium could make one decimal error and send paint solvent instead of Heavy Bolter shells to said warfront. But it's always in GM's control what can and can't be got. But if you chose HB it's pretty petty of GM to denie you from getting ammo for it. He should at least make some available as mission assainment gear or make other heavy weapon available for you to take. I have used that few times and if player's have rolled badly I have made at least 2 reloads available. Well one time they had to make with only one clip but then they had bad drop and most of their stuff was destroyed or lost. Player was happy that he had the foresight to take his Standard Kit Lasgun with him.
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HappyDaze said: Routa-maa said: BC official errata p.5 Question: Does the Toxic Trait (page 143) also apply if the creature is is dealt Damage from a Ranged Attack? Answer: Yes, but only if the attacker makes the Attack at Point Blank Range. This might answer your question about range killing toxic It still doesn't explain how it spashes back and goes right through fully sealed armour. It also doesn't explain why the toxic 'splash' can't hit others that are within 3m (point plank) of the target even if they are not the attacker. Shooting Toxic Joe when he's right next to his buddy should have some chance of exposing that buddy to the toxins rather than the toxins mysteriously following the attack back to the source. Well I might not have said it explains all but ranged attacks giving you protection. Power armour or some other enviromentally sealed suit should in my mind give you at least some protection from toxics. But dunno maybe they thought that every creature that has toxic trait has somekind acid blood like Xenomorphs in Alien movies
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BC official errata p.5 Question: Does the Toxic Trait (page 143) also apply if the creature is is dealt Damage from a Ranged Attack? Answer: Yes, but only if the attacker makes the Attack at Point Blank Range. This might answer your question about range killing toxic
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boruta666 said: i do hate them, as gm and player, borring cliche, full of banality. With One big exception: Sexy shoeless God of War, Belkar from Order of the Stick. Belkar for President
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Reliable not stacking with itself is little strange as Unreliable can stack with itself, as is impliet in Ranged Weapons Craftmanship. By reading Las variable setting my two cents is that it should be that when you use Overcharge Las weapon should lose the reliable quality and using Overload it gains Unreliable. And for Poor craftmanship plasmas being too killy to their wielder. From BC corerules, p.147. Ranged Weapon Craftmanship "Shoddy and dangerous to use, this weapons gains Unreliable quality. If weapon already has this quality it jams on any failed roll to hit." So rules wise as plasma weapons overheat on 91-100 BS roll, just like unreliable weapons jam, it can be said that they are cumulative. But I wasn't putting this as "You should play/houserule it like this." Just informing how our group plays it. This has brought it's own little russian roulette feeling when you take up that hive brutes shoddy plasma weapon and try to use it against the rest of the mob. Our Champion quickly bartered it to good plasma weapon after few unlucky "hot potato, hot potato" scenes in not so good combat situations. But still he made impressive kill count with the poor version also. And off the topic, Our groups GM has played that everytime your weapon jams you just lose one (1) round from the weapon as you unjam it. Not the whole clip. Our groups renegade would have started to need to use his ranged weapons as a close combat weapons not long before if he had lost his ammo still in the clip. Man that was one lousy roll's, two Weapon Jams straight through in the first battle. And mind you we only had 2 spare clips each and he still had high BS. Play as you play but if you ask question, don't shoot the messenger
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@Kiton Except when GM plays it like this. Overheat+Unreliable from poor craftmanship makes it to overheat everytime you miss. That is sure way to make you kill your own character if you make that compination, unless you have darn good Ballistic skill and luck in dice throwing. But he has also played reliable, from good craftmanship, to make plasma weapons to overheat only when you roll 100 and best craftmanship plasmas never overheat and roll automiss on normal ranges in standard and semi-auto, not in 91-100.
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TiLT said: For a "yes" or "no" to do, you'd need to ask a simpler question. SoI gives systems three zones: Inner Cauldron, Primary Biosphere, and Outer Reaches. Each one can be Weak, Normal, or Dominant. The rule of thumb is that traveling from the inner to the outer edge (or vice-versa) of a Normal zone takes 2 weeks. A Dominant Zone takes roughly 3 weeks. A Weak zone roughly 1 week. If you're planning to visit a planet in the middle of the Primary Biosphere of a typical system, you should expect to spend about 3 weeks in transit from the edge of the system to the planet itself. Ships can theoretically travel faster, but it puts so much strain on the engines that it's better not to. The amount of planets in the system doesn't matter, only the size of the zones. A system could have Dominant zones with nothing in them, for example. Gravity Tides, Asteroid Belts and similar items may have an impact if you have to avoid them. For your answer I would say that it's one of those Yes, because it gave me all the information I needed and was asking. No less, no more. So let's say Outer reach is dominant (travel time 3 weeks), bioshere is weak (1 week), and Inner cauldron is normal (2 weeks), no additional asteroid belts or gravity tides to slow ships. Total travel time for mass conveyor arriving from differend solar system would be 6 weeks to reach inner cauldron mining planet that produces and refines ceramite and another 6 weeks for travel out of the said system. +- time needed to load, refuel and possible "recruiting". On the other hand another mass conveyor just traveling to gas giant, situated in outer reach inner edge, takes just 3 weeks to get it's goods. I still would possibly reduce said travel time regarding the placing of target planet in said zone. If it sits on the outer edge it would be greatly reduced but if it's middle or near inner edge it might be less reduced or full travel time to reach it.
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HappyDaze said: I wish there were a relatively safe way for a skilled Navigator to attempt to jump in-system to reduce in-system flight times. "What and risk the whole star system with possible warp inducend madness and contamination, not to mention the Ship! Are you mad." *Rubs hands together* "If you like I can point few "reliable" Ork Weirboys who might just possibly do the trick, for a price off course" So if I understand this all correctly, as I don't have SoI yet, solar system can be compartmentalised to innersphere, biosphere; where life is possible and outersphere. And there is RAW that traveling through, one forementioned, spheres takes about week. So if planet to where I'm traveling is in biosphere closest to innersphere, it would take me 2 weeks. But If said planet is in the outer reach of biosphere it would only take me week(+few possible days). But it might be possible to make these travel times shorter/longer if said spheres contain fewer/more planets. Not included off course the gravity tides, asteroid belts and other stuff that might affect the travel. As for faster ship reducing time needed to travel cross system, I don't touch that subject until I have SoI in my calloused hands. Yes or No will do.
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Other thing that came. Don't know if you have made it so that if you choose enought characteristics+talents+skills specific to one Chaos God your alignment should change when you cross certain corruption treshold. As I started to make character leaning heavily on Khorne it doesn't change the Current Alignment (I tried to change it manually but as it's protected it didn't let me) after I have chosen enough Khorne specific stuff and added Corruption points and even Infamy to max. Chose every Khorne characteristic, skill and talent but still no. I even wrote them all in XP Log.
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Read the description of before mentioned pen and there you might find thing or two how you make pens work in GrimDark
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It's a clock and you measure time with it. Also before you might ask Calixian Infantryman's Portable Communications Transcription Device is a pen. Next time little bit easy on posting. You like filled the 1st forum page with this same post.
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Here's the most recent Errata published to Deathwatch. Hopefully they publish new one that includes their latest additions. http://www.fantasyflightgames.com/ffg_content/deathwatch/news/faq/Deathwatch%20Living%20Errata%20v1-1.pdf
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I was fiddling with this character sheet and noticed one small detail that was in BC Errata. Weapon Training (Heavy) should be removed and replaced with Weapon Training (Flame), also if remember correctly there was only minor spelling error in Pride: Wealths effects. Willpower was spelled Willower. Will post more if I find errors but all in all nice sheet.
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New GM, how to know how many enemies to place on the board
Routa-maa replied to William232's topic in Only War
William232 said: I've flipped through the rules a couple of times now and havn't found anything to calculate the number of enemies you should bring to fight the Player characters. I've found a "TB" stat listed on the NPCs, but without a "TB" stat for the players, it is hard to create an encounter that would be both challenging but not be unfair to the player characters. Am i missing a part of the rules? How do yall calculate how many enemies to bring? Firstly, "TB" is abbrevation of Toughness Bonus, this is for easier calculation for total AP (Armor points) + TB (Tougness Bonus) when reducing damage. OW p.350 has the information about enemy challenge ratings and how many to include to make it a challenge for said squad. Here's how adversaries are categorized in OW: Troops, Elites, Masters and Handlers & Minions -
Nikollo said: @Routa-maa: I think a termie did a backflip in one of the CS Goto novels. I remember there was much rage when that happened. Will have to go through that again because I don't remember that one
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Kasatka said: The -20 to fine manipulation should be enough indication about how clumsy the glove is - astartes already suffer -10 while in power armour, so i read this -20 as a stacking modifier, for a -30 total. So unless your marine is exceptionally Agile (talking 60/70+) youll be failing a fair few manipulation rolls and your GM should be narratively describing the clumsy and heavy powerfist causing issues. For starting want to point few things "A lightning claw is a heavy gauntlet that replaces the normal glove on Astartes power armour" From Power Fists description "It replaces the normal glove on Astartes power armour, and imposes the same weapon restrictions and manual dexterity penalties as a lightning claw." Actual wording about poor manual dexterity is "In addition, the poor manual dexterity penalty increases to –20." So it's not stacking but only increased to -20. And my thought about poor manual dexterity penalty is for example that you're trying to pick one match from a pile without disturbing the rest or trying to pick up small fragile item. But for grapping Rhino transports outer ladder beam or using said hand to throw grenade poor manual dexterity isn't going to affect it. But If you talk about something being possible in Fluff and not in RPG it's not compareble in my mind. As you know one Space Marine, all who have read their share of BL books know who im talking about, ran in Terminator Armour.
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DrNo172000 said: Kasatka said: HappyDaze said: whoseyes said: I also used demo charges profile for mines, although I feel that they could have expanded a little bit in the usage of explosives in the core book. For example, demo charges appear to have penetration 0 wich seems odd to me. I think the best answer would be to keep the base Pen 0, but to have it increase by 2 x DoS on the Test to place the charge. Skilled use of demolitions should be rewarded over just tossing the charge at the target. I'm not sure pen is the way to go with improvised mines - a demo pack is not a shaped charge and so relies on pure destructive explosiveness to deal with targets. Shaped charges (armour piercing that is) can be seen to have a lower damage in exchange for their armour penetrating ability. Compare the frag and krak missiles for example. I'd need a book in front of me to concoct a proper, balanced anti-tank mine but i feel it would need to make use of special rules to either automatically damage the motive systems of the vehicle or something similarly cinematic and useful. Explosives can be combined with other objects to make shaped charges. As is the case in IED EFP (improvised explosive device, explosivley formed penetrators). So perhaps instead of increasing PEN based on degrees of success you could have the person make a more difficult tech use test to assemble the device, given of course they have the proper materials on hand. @DrNo172000 You mean something along these lines: "I shall add this thick copper cone on it's tip over the demo charge. So when it explodes it shall form thin copper spray that increases the penetration of said explosion." or "I shall place this krak grenade inside sack full of ball bearings to make improvides anti-infantry trap." Know your physics, watch your science channels, go through interwebs or be an combat engineer. Also remember if your players come across UXO (Unexploded ordnance) they might have some fun, if they're crazy enough, fiddling with it to make improvised bomb.
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Hopefully they include sometime in the future Hydra Flakk tank, Manticore missile tank, Medusa siege tank, Bombard cannon tank, Griffon heavy mortar, Salamander Command/Scout tank, Preator Armored Assault Launcher, Crassus armored assault transport, Tauros Rapid/Venator etc etc I love vehicles of Imperial Guard. But would be nice to get AA/SAM weapons although there isn't yet aircrafts. Long Barreled Autocannon, SAM missile upgrades/unusual ammunition etc etc. but it might be that most of those weapons might be too big for lugging around in normal sense as most might have to have somekind of towing vehicle to get it around. Here's one example that might be similar to autocannon on AA mount in GrimDark http://en.wikipedia.org/wiki/ZU-23-2 Hopefully FFG soon annouces Aeronautical/Armoury book for OW.
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TiLT said: For the impatient among you, I decided to throw caution to the wind and start coding a PC-version of the generator. If things work out correctly, it should be able to draw upon, at the very least, Stars of Inequity, The Koronus Bestiary, and Battlefleet Koronus. You can choose which books you have available, and the generator will use only those. You should be able to print the final results in a neatly formatted, Word-like document, export them to other word processors, or even just use the application directly during your game sessions. Each option should be equally viable. You will be able to generate a system with one click and don't have to worry about anything else, or you can go through everything in detail, adding or discarding things where you want to and re-generating parts of the system that you don't like. You should also be able to write custom descriptions for every little thing in the game, not unlike what I did in the two PDFs I posted. Needless to say, this is a hell of a lot of work, but the Proof of Concept is working very nicely. The application will only describe rules where I feel it's absolutely necessary, so you'll need the book to be able to use the results it produces. Hopefully FFG won't shut this down, as I'm trying to be very careful with their copyrights, doing my best to enhance their book instead of replacing it. No guarantees that I'll ever finish this thing, but it's looking good. May the Omnissiah bless you with kind machine-spirits and keep of any malign scrapcodes from entering thy hallow computations on this thrice blessed endeavour. Hopefully you see this through.
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HappyDaze said: I'd actually suggest just letting them die. The next group of PCs can then be the squad sent in to replace them. It seems more IG to me than a deus ex rescue. Part of the feel of OW is that the body count can get quite high. Often that's going to mean dead Comrades, but sometimes it means PCs are going to get fed to the grinder too. I'd rather teach that lesson right from the start than to give players illusions of PC invulnerability. Only would play this card in a situation where players have, by their own making, cornered themselfs. Like charging fully defended enemy outpost and still think that they have possibility to survive by burning fate point. I'm little bit harsh GM about this kind of situation. They could burn fate point but what is it going to help them if they fall unconsious inside Chaos or Ork encampment. Ritual Sacrifice or "Looks like meat's back on the menu, boys!"
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Also bear in mind that Righteous Fury's "Critical Hit" isn't reduced by True Grit. As in RF description it says "Talents that modify Critical damage (Such as Crack shot and True Grit) do not modify the critical effects generated by Righteous Fury." So pray the Emperor and all his Saints that he sends many dice rolls of 10 to your player characters. "Emperor Protects"
