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bobh

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  1. its an excellent idea; in my old campaigns the RT's PA had a pair of packs hooked to HPs he could duel weild.
  2. firing a lance into the water a ta distance might flashboil the animal and leave the shell?
  3. the shadow in the warp, tyranids - we're all gonna die a necron tomb world awakening, plus its satellite worlds, in a pattern around the region they adventure in cutting off access to the warp through their use of pylon worlds, like the ones on armageddon, meaning their ship can't navigate, warp powers are crapped on and the only way to get out fo the area is through a maiden eldar world's gate through the webway - give them hints from eldar that webway use could lead to the salvation of the region, they can adventure through the webway, fight necron some eldar and whatever filth inhabits the webway - i dunno it seems to have a lot of potential, removes them from the warp and their ship a warp plague that turns non psychers into dessicated vampire husk zombies, eliminating their ships crew - no crew no ship no need for astropaths, need to find alternative transport or dragoon a new crew if you can clear out your own ship - im tired already
  4. are they accepting new players? im back into the hobby after a very long hiatus
  5. bobh

    40K Novels

    Rogue Star & Star of Damocles
  6. On page 192 of the BC Core Rules indicates a Bionic/Implant called Tox nails. I see no description of said item in the book. Does anyone know where it is or is this something that needs to be added in an update? Do we have an errata thread started?
  7. I encourage players with a lack of lore to play archetypes that aren't expected to know much. Like a Imp Guard troop from a backwater. They can then RP their lack of knowledge and when they are comfortable they can start a more involved character.
  8. Objulen said: Sororitas power armor is listed as having a Very Rare availability in Blood of Martyrs, which is also the rarity of light power armor in the Rogue Trader book. Given the resources of a Rogue Trader, I see no reason why it should be any harder than an Extremely Rare acquisition test to get a suit with the military power back already installed, or a Very Rare test to upgrade an existing suit. All Power Armor (even light with batteries) is Extremely Rare in Rogue Trader. Errata'd that way. And if a suit with batteries is ER Fusion Backpacks should be what? Easier to get?
  9. MrFlopi said: Fortinbras said: 1. Only Inquisitors can order an Exterminatus. The Astartes may do the deed, but they don't get to make the call. So much for knowing your backstory. No. The Imperial Navy Commanders, and Space Marine Captains and Commanders can also. Is stated in Codex: Space Marines and Codex: Blood Angels. An especially froggy Rogue Trader with a Nova Cannon or two can pound a planet into glowing space rubble if he had a mind to....of course it should be a xenos planet or a planet xenos overran - just to be sure theres no uncomfortable stares.
  10. Siranui said: bobh said: Bolts blow up inside the target - not on the carapace of a termagaunt - inside the carapace. Mass reactive has a purpose - to explode within a targets mass and kill it. This does not imply extra effects or hits for a boltgun. Two words: Organic shrapnel. I don't know why but it makes me laugh.
  11. Edited my post on page two ak to make it more understandable - after re-reading I wasn't getting my point across so I reworded it. And about damage - if your using the minimum damage = dos rule its not required to roll damage for each in most cases as long as your GM tells you the soak value (TB+Armor) of the enemy: Ogryn Soaks (TB10+4 armor) 14, Boltgun Round does minimum 1d10+9 pen 4 so its reasonable you'll do mag damage to an ogryn horde but you still have to roll a d10 to see if you get a 1 and fail to damage unless your DOS on the attack is >0 in which case the minimum damage = DOS rule saves you a lot of time.
  12. Ak-73 First, if each hit does ZERO mag damage its reasonable to say no damage is done at all (Bolts blow up inside the target - not on the carapace of a termagaunt - inside the carapace. Mass reactive has a purpose - to explode within a targets mass and kill it. This does not imply extra effects or hits for a boltgun) so you have to determine if any damage is done by each hit. If only ONE hit does mag damage proceed... Also - mag damage is abstract. What might kill a lot in a horde might only wound an individual ogryn. I will take liberties here as the system is set up deliberately to be abstract. In the Horde rules : • Weapons that inflict Explosive Damage (X) gain a bonus against Hordes, and count as having inflicted one additional Hit per Attack after all other Hits have been applied. This can be used RAW to do as you say but my interpretation of the common sense action of the weapon itself simply adds 1 to mag damage. It makes little difference. 1 hit = a chance to damage and cause 1 mag damage baseline which can be doubled by SOI or gain you NOTHING if you fail to damage or my interpretation 1 hit = +1 mag damage (1 less damage test) (doesn't apply if the other/original hits failed to damage) which can be doubled by SOI.
  13. ak-73 said: Charmander said: bobh said: X adds 1 mag damage per attack. So that is 7. Explosive adds one additional hit per attack (after all other hits have been calculated), not mag damage, so you change the math and end up with 16 mag damage (assuming each hit wounds). That's why I was saying when you apply the bonus from hellfire versus storm of iron it can make a difference, especially with things like storm bolters and heavy bolters (well, barring that hellfire sucks bad in a heavy bolter). Going by RAW you're doing it wrong, I'm afraid. Assuming all hits do wound, the process consists of 3 steps. 1. Calculate # of hits. 2. Translate hits into mag damage. 3. Calculate final mag damage. So it's 3 hits + 1, translating into 4+4 points of mag damage, adjusted by SoI for 16. But a Marine with SOI and Hellfire rounds should be able to do lots of damage to hordes. At that point in his career, he'll probably be faced with more than 1 mag 20 horde regularly. It's a normal ramping up process. No low rank marine has normally SOI (outside of some Deed perhaps). Alex PS Extra damage against hordes comes from additional damage or disruption due to the explosive nature of the bolts. Either more Termagants get killed or the explosive effect has a devastating effect on the enemy rebel squad's morale. Bolts blow up inside the target - not on the carapace of a termagaunt - inside the carapace. Mass reactive has a purpose - to explode within a targets mass and kill it. This does not imply extra effects or hits for a boltgun.
  14. Plasmafest said: Charmander said: bobh said: X adds 1 mag damage per attack. So that is 7. Explosive adds one additional hit per attack (after all other hits have been calculated), not mag damage, so you change the math and end up with 16 mag damage (assuming each hit wounds). That's why I was saying when you apply the bonus from hellfire versus storm of iron it can make a difference, especially with things like storm bolters and heavy bolters (well, barring that hellfire sucks bad in a heavy bolter). That is what it suggests RAW, but it feels a little "Magic Bullet" to me for the Type (X) hit to generate further effects; like a fourth bolt round had mysteriously appeared and hit the target. We just treat the X hit to read as an extra point of MagDam instead of a 'hit', though still multiplied by SoI, so total MagDam of 14 as bobh said. Exactly the way I read/interpreted it. Bolts don't appear out of nowhere.
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