Jump to content


  • Content Count

  • Joined

  • Last visited


Everything posted by Bandersnatch2

  1. I commissioned her from Dubu, she's my character. She has a backstory and a Warrant history, but I haven't gotten to use her yet, the game hasn't started.
  2. Regarding how many troops each Barracks component can store, I find it's best to pull a leaf from the Ground War rules and use the value of Unit Strength rather than the actual number of people. Unit Strength is an abstract value that can be used with infantry, mechanized infantry, armor, artillery, or anything. Three points of Unit Strength might represent a platoon of Imperial Guardsmen or a single Leman Russ Battle Tank. Since I agree that the rule for number of small craft per ship being based off the ship's space is inspired, why not do the same for troops? My proposal: Each Barracks Component can hold a number of points of Unit Strength equal to the ship's Space x 20. If the ship is also equipped with a Cargo Bay Component, units with mechanized elements (mechanized infantry, armor, artillery, air support, etc) count as half their actual size for the purpose of space in a Barracks Component, as the vehicles are stored as cargo while the troops stay in the barracks. With regards to landing craft, that's quite a pickle. I've been inspired by the landing craft in pictures like this and this, and in both examples the craft share two aspects that stand out to me; being far too large to fit in conventional ship landing bays, and being able to land hundreds if not thousands of troops at a time. Still, practically speaking, I see four solutions. I'll list them in order from grandest to simplest: 1. Ships of 3km in length or smaller (Frigates, Raiders, most Transports) are capable of safely landing and lifting-off from the surface of a planet. This is supported by the rules of Battlefleet Gothic, and would allow you to put as many troops as you want wherever you want any time you want. If this seems too general, perhaps a special Component or Ship Upgrade has to be added to allow for such landings. This could lead to what Ground War describes as "specially configured voidships" as you may want to put multiple Barracks Components on your landing ship. 2. Ships are capable of docking or towing ships smaller than themselves but too large to fit in conventional landing bays through the warp. Again, this ability could be provided by a special Component or Ship Upgrade. The smaller "parasite" ships are without warp drives, and could be used to haul additional troops and resources, or could be used exclusively for massed troop landings as depicted in the pictures linked above. The size of the parasite ships depends on what you think is too large to fit in a conventional landing bay. They could, in effect, be very small craft in the voidship scale, with attributes something like a small transport. Or they could be on the truly massive end of the personal vehicle scale. Or somewhere in between. 3. Landing craft are specialty support squadrons that interact with conventional landing bays in the same way as all other attack craft. You may want to design your own rules for both the attack craft squadron and the individual craft on the personal vehicle scale. Or you could use a Shark Assault Boat, and simply stipulate that it can also make planetary assault-landings, with the option to carry a vehicle such as a tank instead of 50 soldiers. 4. Each Barracks Component comes pre-equiped with enough landing craft to service all military units stowed in the Barracks. Since if you are purchasing a Barracks, you're probably getting all the trappings you'd need to use it properly too. You may want to design your own landing craft, but these should not be used as assault boats in voidship combat, or if they are they should be used at a penalty.
  3. Well, you've succeeded in making a mighty powerful ship! Myself, I would prefer something a little more durable, willing to sacrifice speed for armor, but there's something to be said for cruiser firepower with raider speed! I like the concept behind the ship, and the fact that it comes with a free cargo hold and landing bay is certainly a plus. You've inspired me to create my own "alpha-type" warship as well!
  4. I haven't had the opportunity to read the book yet (waiting for it to come out on PDF), but I'd like to contribute my thoughts. peterstepon said: The settting mentions again that there are 6 Billion Imperial Guardsmen in the Achilles Assault. That number is huge but how does that represent the imperial war machine as a whole? Most of it seems to be from Scarius Sector so does that mean that Scarius Sector is bearing the brunt of the crusade and can actually committ that many troops to the crusade? The fluff about the Imperial Army from the early days of Warhammer 40K always made it seem nigh infinite. Maybe the upcoming book "there is only war might give a more indepth look at the imperial war machine" I eagerly await Only War as well. Its my personal opinion that even 6 billion Imperial Guardsmen is not enough to take the Jericho Reach, considering that it is an entire sector consisting of hundreds of planets to be taken. In the games I run, I leave the precise numbers ambiguous, but the Crusade is just too vast to consist of only 6 billion. peterstepon said: Another section said that the majority of troops of the Orpheus salent were engaged on a planet to fight the Tyrannids. 33 regiments or 16 million troops. Does that mean that Regiments now have 500,000 troops each? Does that mean that the Orpheus salent is short changed while the other salents get the remander of the 5 billion plus change troops? "Regiment" is technically an accounting term used by the Departmento Munitorum (the bureaucratic arm of the Imperial Guard, responsible for logistics). It is how the Departmento divides soldiers and vehicles into manageable blocks. The reality is that the exact size and composition of any "Regiment" varies hugely, and is extremely idiocentric between the armed forces of various planets. An infantry regiment from one world might consist of five hundred, while the infantry regiment of the world next door could consist of thousands. Regiments are also defined by the type of unit they consist of, and are completely homogenous. Armored regiments include only tanks, infantry regiments include only foot soldiers. This is to force cooperation, so that no individual regiment can rebel without being crushed by combined-arms loyalists. Finally, with regards to the distribution of the troops, remember that Tetrarchus is a megalomaniac, he's drawn all the troops he can into the quagmire of the Acheros Salient so he can win his glorious victory, and he's pulled them from other Salients to do it. peterstepon said: The Tau are mentioned to have 80 Fire Caste commands, with at least 12 to 20 cadres each. If a cadre had, say 40 Fire Warriors (based on the codex), a Command would have about 800 troops. So the entire Tau army would have... say...100,000 troops? Maybe, the Taros campaign had about 5,000 warriors and they soundly defeated a larger imperial force. Fire warriors are better than imperial guardsmen so they would be able to overcome greater numbers. In addition, they did mention that they were using huge numbers of sympathetic humans who would much rather live in the Tau collective rather than get beaten down by the steel boot of the imperium. I wouldn't necessarily say that Fire Warriors are better than guardsmen. However, the Fire Caste is trained to fight far more efficiently than the Imperial Guard. They can do more with less. In large part, this is because they move very quickly, and aren't afraid to cede a position if it becomes untenable. Look into Fire Caste philosophy and tactics to learn more. With regards to precise numbers, the Tau have always been described as a species which maintains high population-density within its occupied territories. In the tabletop wargame, Tau units are fairly cheap, and therefore plentiful; Tau players get to put a lot of models on the board, and its not uncommon for them to outnumber their foes. Tau also do employ Auxiliaries, and because I think that non-Chaos humans are one of the most interesting opponents (and foils) for the PCs, I like to play up that aspect of the Tau military hierarchy, having entire civilized nations or that have chosen the Greater Good and contribute their own well-armed and organized military to the cause. In the end, as the GM, its up to you to decide what you want out of your Tau. The Tau army is as big as you need it to be to tell your story. The Imperial army too, for that matter. peterstepon said: I got the impression at times that the Achilles Crusade was maybe the biggest crusade in the whole imperium, but at one point mentions that it is one of hundreds, maybe thousands of crusades going on at one time. Does that mean that the Imperium could support a hundred crusades of similar size simultaneously? Again, "Crusade" is something of a vague term. For example, the Black Templars once launched a "crusade" to retake an orbital station from the enemy. One battle, but they called it a crusade. An Inquisitor might launch a "crusade" to purge a world of its corrupt leadership and citizens. Rogue Traders might carry a "crusade" into wilderness space to carve out new territory for the Imperium. And yes, there are reclamation Crusades like the Achilus, which cover whole sectors with battlefields. The Imperium is so vast it can be hard to imagine it. A single Hive World might host fifty billion lives or more, all Guardsmen waiting to be conscripted. Yes, there are hundreds of ongoing crusades, and more with each passing day.peterstepon said: Finally, the original Deathwatch books indicated that about 2 chapters worth of Space marines were involved in the initial deployment, or roughly 1/500 of the entire Astartes might. Would that proportion be a good indicator of how much the crusade uses of the total imperial war machine?The Crusade is a massive commitment of manpower and resources. It might be as much as a few tenths of a percent of the total imperial war machine. But again, the fluff and I sometimes disagree. I don't think that the Crusade involves 1/500th of the Astartes. I think that the Crusade involves as much of the Astartes as I want it to, to tell my story.Simple guideline: Everything is fanfiction. If you don't like a bit of fluff, ignore it, or change it. Do what you need to do to tell your story. Don't like Tetrarchus? Replace him with someone else. Think Orks are cooler than Tyranids? Have a WAAAGH! invade the Orpheous Salient instead of a Hive Fleet. Want the Achilus Crusade to be a significant drain on the Imperial war machine? Introduce the political and bureaucratic angles that come with reduced resources! FFG isn't giving you a bible, its giving you good ideas. Do whatever you've got to do, whatever you want to do, to tell your story. Whatever it takes to have fun.
  5. How they work, meaning what? The tactics and strategies of it? The science or technology of it?
  6. Ok, bit of a story involved here. A friend and I got bored one day and decided that to fill the time, we'd play some Deathwatch. He wanted to see how it'd play as more of an advanced team-based wargame than an RPG, so we decided to run a scenario in which I constructed six Rank 2 Characters (one of each Specialty), a very well-armed Kill-team, and had to hold a piece of terrain against waves of Tyranids my buddy would throw at me. Because my buddy and I agreed on some more than adequate Renown and Requisition (given that the team was going to be holding off a full-fledged Tyranid invasion, at least for a while), I gave every member of the team a Field. My Devastator and my Assault Marine each had a Combat Shield bolted onto their bracer (both hands required for the Heavy Bolter/Thunder Hammer), everyone else had a Storm Shield (using their bolters and close-combat weapons one-handed). My team would not have survived without those Fields. They were godsends. They held my guys back from the brink of death so many times I lost count. Thanks to those fields (and some awesome medicae work by the team's apothecary) my entire team managed to escape alive (though the Assault Marine was at 0 Wounds and had taken some Critical Damage). Field rolls became one of the only things I'd spend Fate points on, and I despaired when my Assault Marine's field overloaded after he'd run out of Fate (hence the damage). I love Fields. They keep the tension alive with the die roll while giving characters a way to escape certain death. Characters can still be wounded when using Fields, even killed. And when they overload, that's just one more level of "oh ****, this is freaking serious" mortal peril for the team to be in.
  7. For all its parochialism, I think its important to remember just how idiosyncratic the Imperium is. Interstellar travel and communication can be unreliable and can take quite a long time to travel significant distances. If an officer of the Imperial Navy were to request instruction regarding the discovery of this Confederacy from their superiors, the reply might take months or years, if it came at all. In addition, the chances of that information being intercepted makes such a query a risky proposition. In the Imperium, the senior officer on the scene is the one who makes the policy decisions, waiting for instruction or approval takes far too long. So, it all depends on who's the senior officer in regards to "treating" with this civilization. I think a lot of officers would prefer to call upon the vast resources the Imperium has at its disposal and really throw their weight around, giving the comparatively puny civilization the choice of voluntary absorption or being conquered. Some more temperate or pragmatic officers might negotiate instead, after all the Imperium does have vast resources, and the Confederacy might not realize exactly how dangerous the galaxy can be. Sure, they've lasted quite a while on their own, but are they really prepared to break a major Ork Waagh? How about a Tyranid Hive Fleet? Or a Black Crusade? The Imperium has a lot of power to throw at that kind of stuff, the Confederacy might not. The Imperium also has a reliable and useful way to deal with psykers, and experience dealing with all sorts of nasties like daemons and aliens. Really, they'd say, wouldn't you be safer if you were part of the Empire? The fact that the Empire could easily crush this Confederacy if it chose to amass its power would be the politely unstated but artfully implied threat at that point. Magnificent Bastard tropish officers might even 'cause a few daemon incursions or alien invasions themselves, and either use them as examples of the Confederacy being a little fish in an ultra-deadly ocean, or swoop in just in time to play Big **** Heroes. It really depends on who's the guy "on the ground" with these people. Whoever he or she is, they'll have their own philosophy and their own morality, and they'll apply it to their decisions just like anyone else would. So rather than asking "How would the Imperium treat with this civilization?" you might ask "Who from the Imperium is treating with this civilization?" To echo vastrix, it'll probably be a Rogue Trader. For all the Imperium's vast resources, the whole purpose of Rogue Traders is to venture into wilderness space and make contact with whoever they find out there. Rogue Traders are even more idiosyncratic than most of the Imperium, and they might choose to simply exploit the Confederacy for themselves, rather than acting on behalf of the greater Imperium. Or they might not. It depends on the individual. If this Confederacy is in the Koronus Expanse, the person is probably a Rogue Trader. The Imperium doesn't go that far out of its way to meet other civilizations unless its a crusade, that kind of thing is what Rogue Traders are for. On the other hand, if the Confederacy is on the Imperium's doorstep, then it might be a senior Navy or Departmento Munitorum officer who's deciding how to deal with these folks, or a sector govenor. In any case, my advice: Decide who's at the top of the local chain of command, and figure out how that character would want to go about "treating" with the Confederacy.
  8. I've noticed that the official Size of most vehicles doesn't quite match the Target Size Modifiers on page 249 of the core rulebook. I've decided to provide a list of vehicles with what I think are the correct Sizes for each: Into the Storm Aquila Lander: Massive Arvus Lighter: Massive Calixis-pattern Fury Interceptor: Immense Chiropteran Scout: Massive Drop Pod: Massive Gun-cutter: Immense Halo Barge: Immense Hephaestus Ore Seeker: Monumental (with a hanger capable of holding 1 Immense or 2 Massive vehicles) Land Speeder: Enormous Rhino APC: Massive Scout Bike: Hulking (no change) Sentinel Walker: Enormous Venator Pattern Air Yacht: Massive (no change) Warbike: Hulking (no change) Battlefleet Koronus Lathe-pattern Shark Assault Boat: Monumental Calixis-pattern Starhawk Bomber: Monumental Iniquity-pattern Swiftdeath Fighter: Immense Iniquity-pattern Doomfire Bomber: Immense Iniquity-pattern Dreadclaw Drop Pod: Massive Rak'Gol Bloodfury Assault Craft: Immense Darkstar Fighter (Kaelor-origin): Massive Eagle Bomber (Kaelor-origin): Immense Fighta-bomma: Massive I'm aware that by increasing their size, vehicles become considerably easier to shoot at. However, most of these vehicles have a habit of moving fast, which in my opinion ought to incur a penalty to shooting at them that (for most of the spacecraft and flyers at least) would lower that bonus back down to where it was before I messed with it. I wanted to alter their sizes mainly so that they'd conform to Table 9-9 on page 249 of the core book, 'cause it didn't make sense to me that a Sentinel was Hulking despite the fact that it is the example used for the Enormous category.
  9. I don't understand. The "Vampire-Launch" system is meant to work like the archeotech Modified Plasma Drive, in that it applies its affects to a single Torpedo Tube component. They're Archeotech, and just as you cannot move the "Modified" benefit from one Plasma Drive to another, you cannot move the Vampire Launcher from one Torpedo Tube to another. If you want a second Vampire Launch Torpedo Tube set, you have to find one or build one. Let me see if I can state this again: If you've got a Voss-Pattern Vampire Launched Torpedo Tube Component, it needs 2 Power to function. Not 1 as is normal for Voss-Pattern Torpedo Tubes. If you've got a Gryphonne-Pattern Vampire Launched Torpedo Tube Component, it needs 4 Power to function. Not 2 as is normal for Gryphonne-Pattern Torpedo Tubes. If you've got a Mars-Pattern Vampire Launched Torpedo Tube Component, it needs 6 Power to function. Not 2 as is normal for Mars-Pattern Torpedo Tubes. In the same way that a Modified Drive takes an existing Drive and applies permanent modifiers of -4 Space required and +1 Speed to the ship it is installed in, a Vampire Launcher takes an existing Torpedo Tube Component and applies permanent modifiers of +1 (in the case of Voss), +2 (in the case of Gryphonne), or +4 (in the case of Mars) Power required by the Component to function, and allowing the Component to be installed in any location and fire in any direction. Is that any clearer?
  10. Can you get a Good- or Best-Craftsmanship vehicle? And if so, what kind of benefits would the better Craftsmanship provide the vehicle?
  11. Go for it! Glad to see someone beyond me and Hygric have an opinion on it. Though from following your link, it sounds like there might be some confusion as to the Component's power requirement? Let me see if I can clarify. Vampire-Launch Voss-Pattern Torpedo Tubes have a Power consumption of 2. Vampire-Launch Gryphonne-Pattern Torpedo Tubes have a Power consumption of 4. Vampire-Launch Mars-Pattern Torpedo Tubes have a Power consumption of 6. Power consumption is equal to the Strength of the Torpedo component. Voss-Pattern shoots 2 Torpedoes, so the total Power required for a Vampire-Launched Voss Tube is 2.
  12. So, having critically examined the Jade Lions, and gotten feedback from a few friends who took a look, I decided to upgrade that unit from Professional to Veteran status. This upgrade came with a +5 boost to each of their Characteristics, three Skill additions/upgrades, and a couple of additional Talents (already included above). I believe this pushed them out of the space between Professional and Veteran, and move them more comfortably into the space of the latter. Infantry forces do not exist in a vacuum (much as the Departmento Munitorum seems to wish they would). They rely on the cooperation of supporting units. The Imperial Guard's regimental organization creates homogeneous units of a particular type of armed forces, such as infantry regiments, armored regiments, artillery regiments, and cavalry regiments. This is both an administrative tool and a method of preventing the mass uprisings of the Horus Heresy; each individual regiment is far too specialized to be effective in battle unless supported by other regiments of different roles. Imperial commanders combine the regiments under their authority by necessity, loaning out a squadron of tanks from an armored regiment to support an infantry regiment, or attaching an artillery battery for the duration of a campaign. This is confusing and unwieldly, and inappropriate for the armies of a Rogue Trader. Modern militaries often make use of "organic" specialists, units within a greater unit that have a specialized skill or armament that differs from that of the greater unit, but which are considered for all intents and purposes to be part of the greater unit anyway. For example, armored cavalry regiments are typically composed of main battle tanks and infantry fighting vehicles, but they often have squadrons of attack and recon helicopters organic to the unit. These helicopters and their pilots (and their support crews) are always going to be part of the armored cavalry regiment, the regimental commander doesn't have to worry about a superior taking them away because they are needed elsewhere. The Jade Lions make use of such organic support elements, and while they often operate in cooperation with other military forces to achieve peak combat effectiveness, they have organic support elements within their own command structure which protects them from total reliance on external support, giving them a capacity for operational independence that would be very useful for Rogue Traders. Thus, I present three additional units which, while they have slightly differing roles or equipment, are still Jade Lions. Author's Notes, GM Approval: Again, my GameMaster has not approved of my using these units or their stats in our game yet. Because my dynasty is destitute, it will likely be a long, long time before I even begin discussion of whether these units can be used, and what would be required to acquire them. This is mostly for me, I'm having fun with it, and I hope I can use this material later. The Jade Lions: Raiders While the Jade Lions are capable of traveling in and crewing a variety of ground vehicles, companies which become dedicated mechanized infantry are known by the specialist title of Raiders. This is in no small part due to the Jade Lion mechanized infantry's premier armored transport and infantry fighting vehicle; the Land Raider Confessor. Acquired at great expense and only through House von Neumon's connections with the Adeptus Mechanicus, the Confessor is a Land Raider variant that involves a partial break from the archaic tank's STC design specifications. In part due to this, the Confessor is seen by many to be an inferior vehicle, even a perversion of one of the greatest instruments of warfare in the galaxy. Still, its unique modifications make it perfect for use by the Raiders. An immediately noticeable and distinctive feature of the Confessor is its' weapons profile, which deviates radically from proscribed Land Raider patterns. In a shock for many, side-sponson weapons are entirely absent, giving the Confessor a slimmer profile and greater agility in tight environments like urban sprawl. The Confessor mounts two turrets, one recessed into the front of the hull as is standard for Land Raiders, and a second mounted in a turret more common to Razorbacks atop the Confessor's back. Each of these turrets mounts a pair of twin-linked multi-lasers, rapid-cycling and high-power weapons ideal for infantry suppression and capable of reliable operation in hostile conditions, even a lack of atmosphere. In addition, two missile racks are affixed to the top-mounted turret, each holding six krak missiles, which allows the Confessor to threaten heavy armor. The Confessor's deviation from STC specifications has resulted in marginally poorer armor protection, and also lightens the immense vehicle to some degree. The designers have taken advantage of this, and with urban combat in mind, have created baffles to cover the Confessor's main engine housings, rigged oversized on-board stummers, and mounted specialized sound-dampening armored treads. This gives the tank a decreased sound-profile, and in urban environments, can render the tank virtually immune to audible detection unless the listener is within twenty-five meters. Combined with the tank's thermal-imaging, when running “lights off” the Confessor can sneak through urban neighborhoods undetected and deploy troops for a surprise assault. While Confessors serve admirably in open warfare, their main role for the Jade Lions is in the transport of infantry, and the support of infantry with heavy firepower. In a Raider company, each Confessor is typically the dedicated vehicle of a single infantry platoon, four fire-teams of five. The commander of the tank is also the platoon commander, using the Confessor's command and control suite to direct his subordinates. Like all Jade Lions, Raiders excel in urban combat, where the Confessor provides speed and protection, getting the infantry teams into critical locations and suppressing enemy targets while the team carries out the platoon's objective. Raider platoons often carry out high-priority missions, such as capture of valuable personnel, destruction of critical soft-targets, and missions behind enemy lines, striking fast and hard, and then retreating in the safety of their heavy armor. Like the troops they carry, Confessors are painted predominately black, with small sections painted green, and a small amount of gold decoration. The House von Neumon sigil appears on the vehicle's doors and often on the armored tread-housings. Author's Notes, Ground War & Stats: Jade Lion Raiders count as Professional Modern Heavy Mechanized Infantry, with a net Acquisition Modifier of Hellish (-60). They have a Power of 10, and a Morale of 90. They must be acquired separately from standard Jade Lion infantry. I created the Confessor variant of Land Raider because I wanted something just as heavily armored, but a little more agile, like the modern Stryker, capable of operating swiftly in urban environments. It is a custom variant of the Land Raider, and it is not cannon. Author's Notes, Jade Lions: The Raiders are a mechanized infantry unit. Half of that designation is their Confessors, half of that designation is the infantry teams. Raider infantry have the same stats and equipment as other Jade Lions. Land Raider Variant, Confessor: This vehicle uses all of the rules for other Land Raiders (Deathwatch: Rights of Battle, p. 172) with the following exceptions: Armor: Front 45, Side 45, Rear 45. Carrying Capacity: 20 soldiers in full wargear, or equivalent cargo. Remove the twin-lined Lascannon sponsons. The Confessor replaces the twin-linked heavy bolter turret with one featuring twin-linked multi-lasers (Facing Front/Sides, 250m, RoF -/-/10, Dam 3d10+3 E, Pen 4, Clip 100, Rld 3 Full, Twin-linked). The Confessor adds a top-mounted turret armed with twin-linked multi-lasers (Facing All, otherwise as above) and a Cyclone Missile Launcher (Facing All, 300m, RoF S/2/-, Clip 12, Rld 3 Full) with Krak Missiles (Dam 3d10+10 X, Pen 10, Blast 1). Stealth: When the tank's stealth-systems are active, the Confessor ignores penalties associated with being a large vehicle in regards to attempts by the vehicle's crew to remain undetected, and any attempts to detect the Confessor by purely audible means are Hard (-20) unless the listener is within 25 meters. These stealth-systems are capable of operating for two hours, after which they must be recharged for six hours. The Jade Lions: Arbalests Arbalests are the designation for Jade Lion fire-teams trained in the use and direction of artillery. Organic to their individual companies, almost all Jade Lion company armories include Locke-pattern mortars and a stockpile of shells with which to arm their Arbalest teams at a moment's notice. Arbalests provide Jade Lion infantry with long-ranged fire support and artillery cover, when they need it and where they need it. Arbalests are also frequently outfitted with Hunter Killer Missiles, fitted to man-portable launchers which can be set up on tripods and launched remotely from up to five meters away. When expecting extended combat operations, Arbalests are often given access to Centaur artillery tractors or Sentinels modified to haul light cargo loads, so that they may carry with them sufficient ammunition without impeding their mobility. Author's Notes, Ground War & Stats: Jade Lion Arbalests count as Veteran Modern Light Artillery, with a net Acquisition Modifier of Very Hard (-30). They have a Power of 7, and a Morale of 90. Their attacks have a range of 5 kilometers. They must be acquired separately from standard Jade Lion infantry. Author's Notes, Jade Lions: Though the attack power of the Arbalests comes from light artillery pieces, the crew are still Jade Lions. Arbalest crewmen have the same stats and equipment as Jade Lions, except where otherwise noted. Typically, an Arbalest team consists of five Jade Lions operating two Locke-pattern mortars, two Lions crewing each weapon and a fifth being the team-leader and spotter. Weapons Profiles: Support: Hunter-Killer Missile: 350m, RoF S/-/-, Dam 3d10+6 X, Pen 6, Clip 1, Rld N/A. One shot per weapon only, +20 Ballistic Skill. Support: Mortar (Locke): 50-300m, RoF S/-/-, Dam 2d10 X, Pen 3, Clip 6, Rld 2 Full, Inaccurate, Blast 5. Also capable of firing smoke grenades. Indirect Fire: On a hit, the shell scatters 1d10 meters. On a miss, the shell scatters 2d10 meters. With a spotter (Full Round Action) the next shot gains +20 to its Ballistic Skill Test and only scatters 1d5 meters on a hit. The Jade Lions: Sentries The Jade Lions are occasionally forced to operate independently, without the support of friendly air forces and outside the reach of substantial anti-aircraft artillery, making them vulnerable to attack from the skies. This is often the case in prolonged urban engagements, where opponents wrestle for control of the air, and triple-A coverage is spotty at best. In such situations, many platoons temporarily designate a single squad as Sentries, tasked with providing aerial overwatch and equipped to suit this purpose. Sentry teams remain organic to the platoon, often traveling with their comrades giving them mobile protection, or finding advantageous high ground from which they can provide cover. They are equipped with a high proportion of support weapons, heavy stubbers and missile launchers, even heavier support guns like autocannon and multi-lasers which do not normally see service among the Jade Lions. When expecting extended combat operations, Sentries are often given access to Centaur artillery tractors or Sentinels modified to haul light cargo loads, so that they may carry with them sufficient ammunition without impeding their mobility. Author's Notes, Ground War & Stats: Jade Lion Sentries count as Veteran Modern Light Anti-Air, with a net Acquisition Modifier of Very Hard (-30). They have a Power of 7, and a Morale of 90. Their attacks have a range of 5 kilometers, and provide 10 points of cover to all friendly units within this range. They must be acquired separately from standard Jade Lion infantry. Author's Notes, Jade Lions: Sentry units are merely Jade Lions with a considerably higher proportion of heavy weapons for fending off enemy aircraft. Sentry teams have the same stats and equipment as Jade Lions, except where otherwise noted. Typically, a Sentry team consists of five Jade Lions operating two to four heavy weapons, with the team-leader also functioning as a spotter and vox-operator. Weapons Profiles: Support: Autocannon: 300m, RoF S/2/5, Dam 4d10+5 I, Pen 4, Clip 60, Rld 2 Full. Support: Multi-laser: 250m, RoF -/-/10, Dam 3d10+3, Pen 4, Clip 60, Rld 3 Full.
  13. (Not sure if this belongs in Fan Fiction or House Rules.) So, I've got a game starting up in which I finally get to play a Rogue Trader. I'm very excited. One of the things that has always interested me is warfare, and while I don't intend my character to quite become a Trader Militant, I would like to have a small army of elite troops to call my own, and look forward to waging the occasional war in the name of conquest and profit. To that end, I've been looking at the Ground War rules and the examples of the fighting men and women of the Imperium found in the core rulebook and other source books, from Dark Heresy and Deathwatch as well as Rogue Trader. I discovered that I had a great deal of fun just inventing military units that exist independently of the Imperial Guard, the idiosyncratic and unusual armed forces that a Rogue Trader would have at their disposal. I've decided to share my thoughts and ideas, to receive feedback (I'm open to constructive criticism) and possibly provide tools and/or inspiration for others. While I plan to continue to construct rules details and background to expand upon the concepts of other military units that I have floating around in my head, I've started with the one that I'd most like to acquire (first) in my game. While currently rather destitute, my character's Rogue Trader house is ancient, with a long and glorious history. Their current struggles are due to a recent misfortune, but the capacity to return to greatness still exists. Evidence of this can be found in the standing household troops of the dynasty. When the question arose of what kind of troops I begin with to fill my ship's Barracks Component at the start of the game, my GameMaster informed me that my current armsmen are fairly basic, Hired Guns, reflective of the hard-times my house has fallen upon, and that better troops would have to be purchased in-game. The elite armsmen sworn to the service of my house still exist, but due to extenuating circumstances they are currently unavailable, and a great effort would have to be made to reacquire them. I decided to detail what these troops would be like, to have the details I'm interested in available when I am finally able to acquire them. I haven't received my GameMaster's approval of what I have created yet, but I am hopeful that I will, when I attempt to replace my Hired Guns with the soldiers that have served my dynasty for generations. I call them the Jade Lions. The Jade Lions: House Troops of the von Neumon Rogue Trader Dynasty As long as the von Neumon dynasty has existed, the Jade Lions have served as their blades. Military historians trace their origin back through the millennia to several Imperial Guard regiments, each loyal veteran units having suffered great casualties fighting against the traitors who had joined with Horus. These many remnants were combined into a single fighting unit specifically to serve the bearer of the newly drawn von Neumon Warrant of Trade. The battle histories of the Jade Lions' early engagements are vague and possibly exaggerated things, more like fantastic epics than true records of events, with many broad gaps where even these records were lost or the dynasty wished to keep something off the books. Famous for their participation at the forefront of the Angevin Crusade and their battles throughout the Koronus Expanse, the Jade Lions have currently been pulled into the Margin (i.e. Achilus) Crusade. There they wage war on the enemies of humanity alongside the Imperial Guard under the exiled head of the von Neumon dynasty Oster Carteris, while they wait for his heir to come to power. Each Jade Lion is oathsworn to serve the bearer of the von Neumon Warrant of Trade, so the House's current uncertainty puts them in a somewhat awkward position. Still, they have always been tenaciously loyal to their masters, and while they await the heir to the Warrant, they charge their guns to the service of the greater Imperium. Great expense goes into the equipping of a Jade Lion, as they are terribly potent heavy infantry. They are clad in full-body carapace armor, similar to that which many Storm Troopers wear, and capable of being sealed temporarily against the dangers of the void. Their armor display's House von Neumon's colors, primarily black, but with green paneling and decorative gold, with the house's sigil, a skull with gold coins placed over the empty eye-sockets, often found on the breast or shoulder. A fully retractable helmet provides Lions with enhanced night-vision and secure vox-lines. The Lion's typical armament is the hellgun, and most squads equip an even number between Lucius and imported D'Laku patterns, backed up by grenades, fearsome rapid-cycling laspistols, and an intimidating chainsword. The Lions often field a high proportion of more powerful or specialized support weapons, everything from heavy stubbers and plasma guns to flamers and sniper rifles, each team's leader deciding what weapon is most appropriate for each deployment. Finally, Lions are armed with one more tool, a weapon of last resort. “The Push,” a single dose of Frenzon in a wrist-mounted injector built into their carapace armor, activated at the touch of a button. The Push is used only when there are no other viable options. When the Lion cannot flinch at the horror of the alien or the daemon coming to consume their soul, when if the Lion fails in this moment their life or more could be lost. It makes trained soldiers into berserkers, but sometimes being a berserker is the only way to achieve victory, or the only way to survive. The medics carefully monitor use of The Push, and those who use it too frequently are assigned a period of R&R. (Either they need to be rehabilitated, or they've been in so much brutal action they simply deserve a break.) The Jade Lions are distinctive from the regiments of the Imperial Guard in many ways. Whereas the Guard is willing and able to drown its enemies in human bodies, this is not often possible for Rogue Traders venturing into unknown regions of space. Thus, emphasis is placed on the value of each soldier; they are expensive to recruit, to train, to arm, to feed, to transport, and to keep in fighting condition. It is every Lion's obligation to ensure that the value invested in them is repaid as many times over as possible. Teamwork and group cohesion is paramount, to maximize unit effectiveness, and eased by their common fealty and investment in the future of House von Neumon. Every soldier, particularly officers, is encouraged to be cunning and devious in their tactics and strategy, to find a balance between simplicity and complexity for every situation, and to wage war with a considerable lack of honor. In the Jade Lions, you are not allowed to lose, and failure to exploit a tactical advantage because it would be “unbecoming” can be a ticket to the brig, in addition to lives lost and time wasted. Well-trained and flexible despite their heavy armament, the Jade Lions are willing and able to deploy to the battlefield in a variety of roles. Each and every one of them is capable of crewing ground vehicles, armored or not, and there are several pilots among their number; the Jade Lions are capable of using any transportation method necessary to get to the fight. Still, they are primarily an infantry unit, and their most common combat actions involve close-quarters urban combat and boarding actions. Perhaps their biggest weakness is in hostile environments, such as jungles and mountains, where their equipage slows them down and makes them considerably vulnerable to lighter, guerrilla infantry. Despite this they excel in urban warfare, conquering enemies with decisive tactics and application of overwhelming firepower, their appearances and departures often noted with an eerie silence thanks to the stummers they carry for just such a purpose. It has been the experience of House von Neumon that the regimental force structure of the Imperial Guard is unsuitable for the household troops of a Rogue Trader. Rather than being organized into large and unwieldy regiments, cohesive units of Jade Lions rarely exceed company-size. They consider the vessel upon which they serve to be their “regiment” of origin, and as companies of Lions are transferred in and out, raised and rendered combat ineffective by casualties or fatigue, their organization is capable of shifting fluidly to accommodate the needs of the incoming and outgoing. Thus, the ship's master, lord-captain, or a designated senior military officer becomes the commander of the ship's “regiment” of Jade Lion companies, whichever ones happen to be assigned to the ship at the moment. Author's Notes, Ground War & Stats: Jade Lions count as Veteran Modern Heavy Infantry, with a net Acquisition Test modifier of Punishing (-50). They have a Power of 9, and a Morale of 90. I tried to extrapolate what stats for a Veteran Troop Quality soldier might be like, considering that the average level of their skills and characteristics should be 50, and using the household troops found in Lure of the Expanse as a starting point. I decided against making every one of their stats a 50, and instead gave them a good collection of skills and talents, reflecting broad competency. Heavy Infantry is also noted for a remarkable abundance of special and heavy weapons like plasma guns and heavy bolters, but I dialed that down a bit in favor of giving them some very nice hellguns. Author's Notes, Specialists: Alongside the Lions' general skills and equipment, I also included skills and equipment reserved for specialists. About 40% of the Lions have additional abilities beyond that of common soldiers (about half of these being officers and team-leaders), and they are equipped appropriately. A medic, for example, might be able to use the Chem-Use and Medicae skills, and carry a medikit. An officer, meanwhile, would have the Command, Navigation (Surface), and Scholastic Lore (Tactica Imperialis) skills, and might carry a set of magnoculars. An engineer could have the Common Lore (Tech), Demolition, and Tech-Use skills, and carry a combi-tool and demolition charge. Or a whole squad might wear grav chutes for a combat drop . Et cetera. = Weapon Skill: 40 || Ballistic Skill: 45 || Strength: 45 || Toughness: 45 || Agility: 40 || Intelligence: 35 || Perception: 35 || Willpower: 45 || Fellowship: 30 = Movement: 4 / 8 / 12 / 24 Wounds: 15 Skills, General: Acrobatics, Awareness +10, Ciphers (Rogue Trader), Climb, Common Lore (Imperial Guard, Imperium, War), Concealment, Dodge, Drive (Ground Vehicle), Gamble, Intimidate, Literacy, Search, Secret Tongue (Military, Rogue Trader), Silent Move, Speak Language (Low Gothic), Survival, Swim. Skills, Specialist: Chem-Use, Command, Common Lore (Tech), Demolition, Drive (Walker or Skimmer/Hover), Medicae, Navigation (Surface), Pilot (Flyers), Scholastic Lore (Tactica Imperialis), Tech-Use, Tracking. Talents, General: Ambidextrous, Die Hard, Double Team, Hardy, Jaded, Leap Up, Nerves of Steel, Quick Draw, Rapid Reload, Resistance (Fear), True Grit, Unarmed Warrior. Talents, Weapon Training: Basic (Universal), Flame (Universal), Heavy (Bolt, Las, Launcher, SP), Melee (Primitive, Universal), Pistol (Universal). Armor: Storm Trooper Carapace (All 6), Advanced Helmet Systems (inbuilt Microbead/Vox-caster, Heightened Senses [sight], Dark Sight). Can be environmentally sealed for boarding actions. Weapons: Typically, about 40% of these troops are equipped with Lucius Hellguns, about 40% are equipped with D'Laku Hellguns, and the remaining 20% are equipped with a Minerva-Aegis Las Carbine and a support weapon from the following list: Flamer, Grenade Launcher (Voss, with Frag-, Krak-, and Smoke Grenades), Heavy Stubber (either pattern), Meltagun (Mars), Missile Launcher (Locke, with Frag- and Krak missiles), Plasma Gun, Sniper Rifle (with Telescopic Sight and Amputator Shells). They are equipped with Fury Laspistols as sidearms, and are armed with Frag-, Smoke-, and Stun Grenades. For close actions, they carry Chainswords and mono-Knives. Because this list of weaponry is rather long, the profiles for each individual weapon have been included at the bottom of this page. Gear, General: Reloads for primary weapon(s) and sidearm, additional reloads for squad's support weapon(s), chrono, clip/drop harness, combat storage webbing, injector with 1 dose of Frenzon, grapnel, magboots, melta gel, pack of lho sticks and/or flask of amasec, personal dataslate, stummer. Gear, Specialist: Medikit (with various drugs, screaming tourniquets, etc), auxpex/scanner, combi-tool, demolition charge, grav chute, magnoculars, pict recorder. Weapon Profiles: Primary: Lucius Hellgun: 110m, RoF S/3/-, Dam 1d10+4 E, Pen 7, Clip 30, Rld 2 Full. Primary: D'Laku Hellgun: 100m, RoF S/3/5, Dam 1d10+3 E, Pen 4, Clip 40, Rld 2 Full. Primary: Minerva-Aegis Las Carbine: 60m, RoF S/4/8, Dam 1d10+2 E, Pen 0, Clip 40, Rld Full, Reliable. Support: Flamer: 20m, RoF S/-/-, Dam 1d10+4 E, Pen 2, Clip 6, Rld 2 Full, Flame. Support: Grenade Launcher (Voss): 60m, S/-/-, Clip 6, Rld Full, Inaccurate. Other effects as per Grenade. Support: Heavy Stubber (Orthlack): 120m, RoF -/-/10, Dam 1d10+5 I, Pen 3, Clip 200, Rld 2 Full. Ursid patterns are instead Clip 40, Rld Full. Support: Meltagun (Mars): 20m, RoF S/-/-, Dam 2d10+8 E, Pen 13, Clip 5, Rld 2 Full. Double Penetration within 10m. Support: Missile Launcher (Locke): 250m, RoF S/-/-, Clip 1, Rld Full. Frag Missile: Dam 2d10 X, Pen 4, Blast 6. Krak Missile: Dam 3d10+10 X, Pen 10, Blast 1. Support: Plasma Gun: 90m, RoF S/2/-, Dam 1d10+7, Pen 6, Clip 40, Rld 5 Full, Overheats. Maximal: 100m, Dam 2d10+7, Pen 8, uses 3 rounds of ammunition, Recharge. Support: Sniper Rifle: 220m, RoF S/-/-, Dam 1d10+6 I, Pen 0, Rld Full, Accurate. Telescopic Sight: After a Full Action Aim, ignore penalties for long and extreme range. Amputator Shells: Effects already included in weapon profile. Sidearm: Fury Laspistol: 20m, RoF S/2/5, Dam 1d10+2, Pen 0, Clip 30, Rld Full, Reliable. Close Quarters: Chainsword: Dam 1d10+6, Pen 2, Tearing, Balanced. Close Quarters: Mono-Knife: Dam 1d5+4, Pen 2. Close Quarters: Unarmed Warrior: Dam 1d10+1, Primitive. Grenade: Frag: 9m, RoF S/-/-, Dam 2d10 X, Blast 4. Grenade: Krak: 9m, RoF S/-/-, Dam 2d10+4 X, Pen 6. Grenade: Smoke: 9m, RoF S/-/-, creates a smoke screen 3d10 meters in diameter, lasts for 2d10 Rounds. Only blocks visual/optical senses. Grenade: Stun: 9m, RoF S/-/-, Blast 3, pass a Challenging (+0) Toughness Test or become Stunned for 1d5 rounds. Photo-visors and sealed armor provide a +20 bonus to Test. Author's Notes, Horde: If used as a Horde, Jade Lions may have the Dirty Fighters Trait and any or all Trained Horde Traits. As an optional rule, one of the Horde's ranged attacks should be made with one of the Jade Lion's support weapons, and of the remaining, half should be made with Lucius Hellguns, and half should be made with D'Laku Hellguns.
  14. Though they're one of my favorite cybernetics, some things about the MIU Weapon Interface are unclear. For example, though it says that the linked weapon is commonly mounted on the shoulder, it doesn't stipulate that this is a requirement. So how many MIU Weapon Inferfaces could one person have? Also, are they limited to Pistol-class weapons like Ballistic Mechadendrite?
  15. I find the idea of combining a torpedo salvo launched from a dorsal vampire mount with a cruiser's heavy broadsides to be quite attractive.
  16. This is a custom archeotech component that I've had in mind for a while. When you consider just how terribly massive the voidships are, 60-meter torpedoes really aren't all that big. They pack a helluva punch because they use unstable plasma warheads and other suitably calamitous weapons of horrific destruction. In Battlefleet Koronus, we're told that the reason torpedoes can only fire in the fore arc is that "the forces exerted upon a vessel when firing a salvo of torpedoes are such that only certain mounts can properly contain them." Essentially, you're lighting off an unshielded plasma drive, the engine of the torpedo, inside your ship, which presents a problem unless its countered by forward thrust and the launch tube is very heavily shielded. However, I am less than satisfied with the restrictions on how torpedo bays may be mounted and fired. While it makes sense given the technological recession of the Imperium, I decided to create an alternative inspired by modern cruise missiles and ICBMs. Enjoy! Vampire-Launch Torpedo Tubes A magnificent wonder of ancient technology, these systems where once the staple weapons of warships throughout the galaxy, but have grown extremely rare since the early days of the Imperium. "Vampire-Launch" torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. They use esoteric ejection systems to throw the torpedoes unlit into the void, oriented in whichever direction the master of ordnance desires, and awaken their plasma engines and machine spirits remotely once clear of the ship's shields. The most simple system for doing this consists of electromagnetic grapnels which eject the torpedoes based on the precise calculations of advanced cogitators to determine the roll, pitch, and yaw which must be achieved with the throw to put the torpedo in the correct position. More advanced systems utilize gravity tethers or spray torpedoes in psycho-reactive foam which allow cabals of trained psykers to telekinetically lift each torpedo into the correct position. In any case, this both allows torpedoes to be launched in multiple directions, and allows torpedo bays to be mounted in a variety of locations throughout the ship, which need no longer endure the massive energies of internal torpedo launch. Mechanics: Vampire-Launch Torpedo Tubes can be a modification of either Gryphonne-, Mars-, or Voss-Pattern Torpedo Tubes. Increase the Power requirements of the Component to a value equal to the Strength value of the Component, and increase the Ship Points necessary to purchase it by +3. Vampire-Launch Torpedo Tubes may be placed in any Weapons Slot (including Dorsal, Port, and Starboard), and no matter what slot they are installed in they may launch their torpedoes in any direction they choose. However from then on out, the torpedoes travel in a straight line and follow all the normal rules for torpedoes.
  17. Telosse said: +++ SYLVIA LOCKE +++http://fc06.deviantart.net/fs70/f/2011/061/0/b/captain_sylvia_locke_by_n_ossandon_nezt-d3arq6j.jpg +++ ELIZABETH ORLEANS +++ http://fc01.deviantart.net/fs70/f/2011/047/6/5/lady_e__orleands_by_trejoeeee-d39ou70.jpg +++ ASPYCE CHORDA +++ http://www.deviantart.com/download/197688330/c__locke_by_trejoeeee-d39p5ai.jpg Wow. These are amazing.
  18. The Bride: Our Mrs. Reynolds? Consider making her a latent psyker. That way, if the PCs decide they don't like her much, they can hand her over to the Inquisition, or the Adeptus Astra Telepathica, or just boot her out an airlock and be reasonably justified. Unsanctioned psykers are extremely dangerous after all, and you said she was "apparently" a mutant. On the other hand, it gives her some room to develop if they decide they like having her around. I'm a fan of strong female characters, myself. Even for NPCs. Someone who's lived in slavery to orks their whole lives might be meek and submissive, but on the other hand they could have an inner reservoir of steely determination, or relish this opportunity to stretch her wings and live freedom to the fullest. One option: If I'm your wife, I'm **** well going to act like it! The Navigator is clearly nobility of some sort, perhaps the wife adopts an authoritative air, tries to become something of a manager or majordomo to the mutant, slipping into the Explorers' inner circle of confidents and advisors. She could prove to be quite capable, if she's willing to educate herself.
  19. My policy has been use it for the tougher enemies, or when it would be cool. When I ran Final Sanction (which admittedly is Deathwatch, not Dark Heresy) I loved my players' look of shock and misery when I rolled damage for a Genestealer attack and triumphantly shouted "Xenos Fury!"
  20. So, I've been looking over the Ship & Warrant Origin Path details in Into the Storm, and have become confused about something. Its pretty clear (to me, at least) that when a gaming group gets together to create new characters for a Rogue Trader game, find their starting Profit Factor and construct their ship, spend their first 500 experience points, that this group of characters is (relatively speaking) recently assembled and has only just begun its' journey of exploration and adventure, profit and plunder. Yet it seems clear from the Ship & Warrant Origin Path (SWOP?) that the majority of Warrants were issued centuries if not millennia previous. It also seems clear that most Rogue Trader Dynasties are gargantuan corporations stretching across many systems and ships under some nebulous central authority (the Warrant holders or Dynasty heads), which clearly is not a group of new characters who are only just now embarking on their adventures. Whereas before I had commonly seen the Warrants and Dynasties of a player-character group newly issued and thusfar consisting only of a single voidship and its crew, SWOP seems to indicate that such situations are a rarity even among Rogue Traders. Furthermore, creating a new Warrant/Dynasty using SWOP paints one into a corner, blocking off several branches of the SWOP tree. What does this mean for a player group and their starting-level characters (the Rogue Trader in particular)? Are they generally assumed to be the scions of a larger and older Dynasty, commanding but one ship of their family's fleets? And if so, how do Rogue Traders from background other than Child of Dynasty (such as Frontier World or Battlefleet) become Rogue Traders empowered by the Warrant when they are effectively excluded from the line of succession?
  21. Point of confusion on page 12, Attacking with Fighters. "Both sides gain a +5 bonus for every squadron of friendly fighters after the first. Both sides also gain a +5 bonus for an additional squadron of bombers or assault craft after the first, plus an additional +5 for each additional two squadrons of bombers or assault craft (as neither bombers nor assault craft are as good at dogfighting as fighters, but are armed and dangerous in numbers)." Does this mean that if I have a wing of three squadrons of fighters, I gain a +10 bonus, but if I have a wing of one squadron of fighters and two squadrons of bombers, I gain a +10? (A +5 for having more than one squadron of bombers, and a +5 for having two squadrons of bombers.)
  22. Also, why have autopistols and autoguns lost their full-auto rate of fire? (Without that, don't we have to call them something else?)
  23. I really like that plasma guns are now the terror of space marines everywhere, as they should be. But I do have... concerns. For one, on Page 8 of the errata, a new addition changes the damage for vehicle-mounted heavy bolters to 2d10+10 (which was the norm for astartes-portable heavy bolters before this new errata), but another new change on Page 10 changes the damage for astartes-portable heavy bolters to 1d10+12. Also, astartes-portable heavy bolters have had their full-auto rating reduced to 6, and there is no mention of this applying to vehicle-mounted heavy bolters, which otherwise can be presumed to retain their full-auto rating of 10. What's up with this discrepancy? Another discrepancy is that the astartes combi-weapon's semi-auto rate of fire is 4, while regular bolters now have 3 for their semi-auto rate of fire. Is this a typo, or is there a reason a bolter has increased rate of fire when it is combined with another weapon? For that matter, I am concerned with the change that bolters in general (excepting the heavy bolter) are now incapable of full-auto fire. While this seems to fit what we've read in fluff and see in games like Dawn of War more than it would otherwise, it means that the average Space Marine is now incapable of providing suppressive fire or overwatch. As at least two squad-mode abilities involve those two actions, this is concerning for me. My final point of confusion regards the Tau pulse carbine. I understand that it is supposed to be the close-ranged (assault?) version of the pulse rifle. Yet it is incapable of fully automatic fire. I also understand that it has an underslung photon grenade launcher. Is that why it has the Devastating (1) quality? And if so, shouldn't that be applied only to the underslung photon grenade launcher, and not to every shot from the pulse carbine's primary weapon? I am comfortable with every other aspect of the new update. Wrathful Descent and Unrelenting Devastation have been nicely clarified, and while it involved a nerf for the devastator, I can live with it. I'm glad the Thunder Hammer got what it deserved (and what we all knew it had already).
  24. I really like this idea. Gives some of the teeth back to larger ships. With regards to raiders and pirates; they're glass cannons and opportunistic hunters. I would imagine that they wouldn't go up against anything of light cruiser size or larger unless at least one of them was packing a lance, disruption cannons, or torpedoes. If they don't have that kind of armament, they flee. That's the advantage of being a raider, you can outrun anything you can't cripple with the first volley. Against frigates, other raiders, and transports, their macrocannons under these rules still pose enough of a threat to be effective.
  25. This is all pretty good in general, and a welcome contribution. But I would have done Wych weapons a little differently. For one, this extra attack they provide? Would it not be simpler to note that Wyches have the Two-Weapon Wielder talent? I doubt that the shardnet is useless against space marines, and I think it would be cool if it let you use the Disarm talent as one attack from a Multiple Attack Action. Why does the Impaler have Tearing? The high damage is a little curious too, but not too distressing. For Hydra Gauntlets, maybe add a number of additional attacks to the character's Multiple Attacks Action equal to half Agility bonus? For Razor Flails, I'd give them the Flexible quality. Why is their damage lower than Hydra Gauntlets or Impaler? Why do any of them have Unwieldly?
  • Create New...