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Routa-maa

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Everything posted by Routa-maa

  1. @Felenis Actually in BC Errata they changed Intimidate (Strength) to Intimidate (Willpower) so that should be answered about. And for Operate (Voidship (Intelligence), BC has it in skill table & description and OW has only little sidenote talking its less agility, more intelligence. But it's always good idea to double check everthing, as there might be discrepancies in skill/talent/weapon description, table and character sheet, for these kind of little things. Now only if we could get FFG to notice these little discrepancies. Well might have to go and send rules question to FFG about these But for Inquiry and Intimidate in OW I think they are meant to be RAW as they have aptitudes that quite reinforce them. But waiting Errata to come and then well see how much there has been little errors Like Shock table where there isn't any mention how much insanity guardsman will get from the failed fear test like in RT. Only mention is how much you get from failed fear test in non-combat situation.
  2. HappyDaze said: I've noticed that Black Crusade reassigned some of the characteristics linked to skills. The errata indicates that Willpower should be linked to Intimidate (but note that this is not carried over into Only War - pointed out because this is the newest and theoretically most playtested ruleset). However, there are others that stand out too: The character sheet indicates that Operate (Voidship) should be Agility while Table 3-2 and the skill section says it should be Intelligence. Only War links this skill to Agility. The character sheet and the skill section indicate that Inquiry should be Fellowship while Table 3-2 says it should be Intelligence. Only War links this skill to Fellowship. My own feelings on these are leaning toward Table 3-2. This table already had Intimidate linked to Willpower, and I think I prefer that both Operate (Voidship) and Inquiry to br linked to Intelligence. Is there any official answers on these skill/characteristic sets? Is there any known reason that Only War reverted Intimidate back to Strength? For OW:s choice of chancing Intimidate (Willpower) to (Strength) is little obscure. Might be that it's easier to use your own bulk (Strength) to make people affraid of you. Operate (Voidship) is understandaple mistake as Operate (Surface, Aeronautical) are Agility based and only place where in OW it says it's Intelligence based is p.129 upper left corner sidenote. And make note that they don't separate Operate Skill in the OW table 4-3 like in BC table 3-2 Inquiry Fellowship or Intelligence? For Fellowships defence it would be understandable that people like you and you know how to talk to them (like in OW:s choice of Fellowship & Social Aptitudes) but for Intelligence's defence you would need to know what questions to ask and where. Must wait till they publish Errata to see what possible changes they are going to make for OW in Errata.
  3. Well back to topic I would just make players make their own characters using regiment off their choice (Cadian, Catachan, etc.) and then choose Specialty and they are done. After that I might make it possible that they can make favored basic and heavy weapon acquisitions, from every regiment that has been mixed together, for Heavy/Specialist at +20 to required roll. But this is for just recently together mixed regiment, don't know how would make 10+ odd years together served regiments as they would certainly start to mix together more completly.
  4. Just wait for Only War: Hammer of the Emperor. It should have more regiment creation options, how to play mixed regiments, advanced specialties and mounted combat rules. Sheesh dont you people read news. http://www.fantasyflightgames.com/edge_news.asp?eidn=3782
  5. Routa-maa

    Rough Riders

    AtoMaki said: The follwoing Only War expanison, The Hammer of the Emperor will include rough riders. Though, I must confess, I have no idea about how they will do it. Wrangling isn't really a good Skill to represent riding skills (it is Perception based… so I can ride a horse better with keen eyes ) and Operate (Surface) is just weird (you don't "operate" a horse). Maybe a new Skill? But just for riding? Wouldn't it be a little bit surplus? OW p.114 sidenote upper right corner, Using Alternative Characteristic. "GM might wish to substitute an alternate characteristic which better suits the situation" Just like it's said in Operate Voidship p.129 little sidenote that "Piloting such ships is less about agility and reflexes, and more about the Intelligenceto make correct decisions and select proper manouvres." So no Operate Voidship (Agility) but (Intelligence) I would propably use Survival (Special use Wrangling) Skill with Perception to taim and train beasts, and with Agility to ride said beasts.
  6. Well it could be whit las pistol to lascarbine to lasgun. But I haven't seen anywhere it says that if you requisition boltgun as additional weapon it changes it to main weapon. In my mind add item (availability) to standard kit they are used to add gear, unusual ammo or upgrade for weapon. Not for MinMaxin your weapon load. Well atleast they left vehicle availability out. "Were going to use our 30 points to requisition Sentinel for everyone" GM would propably facepalm himself alive.
  7. Might be interested as I have been thinking of leading a game of OW in pen and paper and if things go right and insanity & corruption stack nicely then the players might find themselves in Screaming Vortex. So might be leeching some ideas. Just quick question about dice rolls. Do you use some net diceroller or just roll with anything at hand (normal dice or use application) and then post the result?
  8. Kasatka said: Finally anything added to your regiment kit becomes standard issue, and so is always available. This means if you minmax the regiment creation system you can begin the game with bolters and light carapace, for which you always have replacements (at least hat is how RAW explains standard regiment kit). Yes bolters for everyone but the only problem I see in this would be that as the bolter is only added Item not the Main weapon which come included with this regiment would still be in a thight spot to requisition ammo for their bolters. They might requisition few clips as a standard kit stuff but then they would have to ditch the light carapace. and yeah you can start to argue that replacing las pistol (main weapon) with las carbine (main weapon) doesn't include 4 clips of spare ammo for this new main weapon so you must use points to get these 4 or something clips. @Frankie And why would Fluff be bad argument choice if your regiment has autogun as standard kit Main Weapon then that weapon is their weapon off preference and they have it, end of story. And most books Black Library has published about Guardsmen in most cases they have had las weapons. **** even Hero of the Imperium Ciaphas Cain uses humble las pistol over Boltpistol and one shots Orks with it. Just remember even if they one shot Orks and Nids and Heretics in books and stuff they might not be so balanced if used directly in RPG games. And checked that in every corerules Autogun has been Average availability item. "Your team is ambushed by heretic cell and they all one shot your characters. Make new characters." NO THANK YOU! "but im derailing from the main topic so back yo you Tom." "Thanks Bob. And in the evening we have nice day with only 89,7% change of Heretical Insurrection."
  9. Own the Original, Damocles edition, Munitorum manual and the Handbook. Yesterday had fun moment as I read crimes and punishments they have codified to munitorum parts its a wonder that they have any men alive or in combat condision. Most of the time punishment is flogging or some times beating or being shot or all the before mentioned ways. From the beginning every guardsman in OW could be punished for not having 500 shots worth of ammunition on himself or in his resting area. As I counted that 4 chargepacks contain 240 shots so 260 shots are missing. "Let the flogging commens!"
  10. It was shame they didn't include the Tau on the Handbook. It was fun to read the descriptions of Tau by Imperial propaganda in the same way as Orks or Tyranids. Lictor's little sidenote about "How can a man fear such creature!" or Stealers being said to be sluggish and they having puny claws. Master pieces all.
  11. OomieCrusha said: One of the players in my group recently combined Killing Strike with Lightning Attack. As I look at the descriptions, I noticed that Killing Strike required an All Out Attack, while Lightning Attack was a Half Action. Since they both take different amounts of time to perform, I was wondering if this was a viable combination. I would say that as Killing Strike description says All Out Attack is used then it's that or nothing. Also did the player remember to spend Infamy Point.
  12. Las weapons are easiest weapons to maintain as they have next to no moving parts and cheapest to produce. Chargepacks are easy to recharge from standard power sources and whole box of chargepacks, if you get your hands on one, contains more shots than box of autogun clips. More versatile than autogun through variable setting, remember you have to change autogun clip to benefit from differend ammo type, there isn't fireselector, as in lasgun you just flip switch. Lasgun and autogun have same damage, range and pen but autogun goes higher with RoF but just because you put more lead in the air doesn't make it better. FFG didn't hit autogun with nerfhammer but stayed true to the GW's canon as autoguns are more likely issued to PDF troops then IG regiment. But remember there's always the Rule Zero. So if you want to start game with autogun wielding regiment the there's nothing to prevent you, as long as your get GM approval.
  13. I remember from old IG Codex (or somewhere) that had mention of Catachan Jungle Fighters regiment that used Autoguns in Armageddon's equatorial jungles. Only reason was that, as they were fighting Orks, they had to have weapons that made loud enough noise to get the Orks interested to fight them.
  14. Black Crusade silencer was usable with any Pistol or Basic weapon. Small quote from description: "Silencers lower the noise (and flash to a degree) from a weapon’s discharge." Just read again Silencer description and where you can put it from OW and just started to wonder. Why would you want to put Silencer in Needle Weapon as they say in weapon description that they are virtually silent already and don't have muzzle flash. Must be something to do that they haven't put that perception penalty to test to hear needle weapon discharge already in the weapon. But I would propably just make it inbuild feature in needle weapons and change needle weapons to las weapons in where you can put silencer. Just my own pennie for the thought.
  15. Warpsmith + Vehicle + Ritual of Binding = unlimited fun (Well at least if the ritual goes right)
  16. Routa-maa

    CIPCTD

    Don't forget the Calixian Infantryman's Portable Communications Notation Devices that are most of the time issued with CIPCTD. Sergeant: "Why isn't the message already sent!" Vox-operator: "Sir, the vox frequencies are jammed so we can't contact HQ so we have to rely on runners." Sergeant: "So what is the hold up?" Vox-Operator: "Sir, my CIPCTD was malfunctioning so I had to perform Litany of Gestuculation. I think it's working now."
  17. "GM Guidance: [information Purged] [information Purged] is an adventure trilogy for the [information Purged]" Those few starting sentences might have been enought to tell somebody who is playing [information Purged] gameline that this might contain something they shouldn't read. This is just my penny for the thought but I couldn't keep my mouth shut so I chose to add gasoline to the fire
  18. Magus Black said: Looking through the new book I noticed right off the bat a strange mistake they made in the Regiment Creation Rules section, that being Favored Weapons. As currently written “Each regiment has weapons that its members prefer to wield, or have a natural aptitude for. Each regiment may choose one Basic Weapon and one Heavy Weapon to be their Favoured Weapons, these weapons must be Very Rare or more available . Members of this Regiment gain a +10 bonus on all Logistics Tests to obtain those weapons and ammunition for them.” Bolded for emphasis, as can be seen this is in direct confrontation with the Beta test and is (somewhat amusingly) contradicted by the Core Rules itself as there are 5 canon regiments that do not follow this (Cadian Shock Troops, Catachan Jungle Fighters, Mordian Iron Guard, Tallarn Desert Raiders, and Vostroyan Firstborn). …In fact almost all the canon Regiments ignore it so I have to ask if this was simply a mistake (wasn’t suppose to be there) or was simply an example of poorly-implemented, last-second change. Anyone with an answer? I am little confused what seems to be the problem here. from last beta update (number 7) it is stated: "Favoured Weapons (page 33): Add the following section after the Equipment from Doctrines section: “Favoured Weapons: Each regiment has weapons that its members prefer to wield, or simply have a natural aptitude for. Each regiment may choose one Basic weapon and one Heavy Weapon to be their Favoured Weapons, these weapons mat not have an Availability higher than Very Rare. Members of this Regiment gain a +10 bonus on all Logictics Tests to obtain those weapons and ammunition for them.” And your description from Corebook supplement each other. You can choose weapons from Availability: Ubiquitous to Very Rare Well this is only my own interpretation of the rules but seems right to me
  19. Hygric said: I would really love a book about chaos tech. Expanded rules for CSM power armour, heretek weapons, daemon armour/vehicles, Q'Sal void ships, spiky objects, legendary chaos artifacts, all sorts of toys! Heck, include ship rules and stats for chaos ships and modules and I could see a lot of RT GM's buying the book just for that (as in hull space / power requirement rules, as well as chaos navigation rules). You need ships for a crusade after all. Something with a few more archetypes in it would be nice as well, the CSM techmarine and a human Dark Scholar spring to mind as potential candidates to "fill holes" in the current choices. Expanded rituals would be nice, as they are useable by everyone. What I want first tho, is an errata... In that i'm with you Hygric. Errata would be nice, for every book they released to DH, RT & DW also. Also would be nice to have different CSM chapters little bit line to DW, Iron Warriors, World Eaters and such. I know, I know, some people have already made some house rules for this but would like to know how FFG would see them build. Possibly this could also bring some balance issues to human-CSM groups unless they implement some kind home worlds to humans, or say that just pick them from RT =)
  20. N0-1_H3r3 said: HappyDaze said: Since you write for the line, how would you view Fortress Worlds devoted to anti-mutant or anti-criminal purposes? Broadly speaking, both in much the same way - the world is fortified, but not against an external threat. Instead, the fortresses act to divide the loyal (and heavily-armed) minority from the vile traitorous masses outside the walls. This probably exists to protect some vital resource that the Imperium is unwilling to relinquish on a world which has not yet, or cannot be pacified. From your description came to mind old Judge Dredd comics with it's Mega-Cities and outside areas of Cursed Earth.
  21. As I quickly checked the description of the weapon (and also the errata that has been published) and it says that in the hands of non-psykers they act as Best Craftsmanship Mono variant of standard Primitive weapon it emulates. I would say that you only need primitive melee weapon training to use force weapons as there's no mention anywhere I have seen that theres Force weapon training talent.
  22. Ok opening it with Adobe Acrobat seems to make it saveble. Adobe Reader X seem to have some problems. Some of my pdf files sometimes freeze when I use Reader but with Acrobat no such thing.
  23. Only minor detail to correct. Deathwatch Training talent is missing and any chance that you could make this saveble. Propably one of the best DW character sheets at the moment I have seen. Also the Solo and Squad modes would be nice to have.
  24. Could also help if you need to make it possible to add BC to this work. This sheet has been many times lifesaver when have to keep book of characters progression. Came into mind when was tinkering whit few ideas for my DW character to one game could it be possible to (and I understand it could possibly need some work to do) separate the differend deeds or make few more droplist for multiple selections of differend deeds as they tend to . And for everyone to know never use Android smartphone with Opera browser and try to post to FFG forums. The Machine spirits are not compatible and may have some random effects to the post.
  25. Fgdsfg said: Tyranids, however.. my memory is a bit hazy, but I do remember something about it being physically painful for them to be around untouchables or nulls, because they communicate by the warp. Their entire synapse system and hive mind gets jammed. How you'd interpret this in game terms, I honestly have no idea, all things considered - you may want to just slap some penalties onto them. All in all, however, this question is probably the most moot, considering that you are unlikely to have any kind of peaceful exchange with them to begin with. Might slap Tyranids that they revert to Instinctual Behavior and little bit modify the effects that creatures, reverted to this behaviour by Untouchables, attacks even other Tyranid creatures. Not just non-tyranids like Feed effect says and might even try to eat non-biological targets or stuff. Might bring it's own mayhem and chaos as Rippers swarm start to chew power cables, fuel drums or other hazardous material.
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