Lanceus Maximus
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Posts posted by Lanceus Maximus
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Hmm, so nobody liked the chem geld, eh? I guess the general notion must be that to be a big **** hero you've got to have big brass ones. For me, it comes down to that whole medieval monk/knight of the round table thing they've got going on, vows of chastity and all that.
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Radomo said:
Yet bolters have unlimited ammo.
I don't know where you're getting this, but in my game, ammo isn't infinite. My players get the general guideline of 3 reloads per weapon, so, no the tactical marine cannot in fact blaze away without a care for his dwindling ammo supply.
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Nice.
I particularly like they way you formatted it. Very 'in-universe' style.Is 'admirably delicious' the Inquisitor's way of saying the cocoa was drugged?

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I think you've got it about right. My players approached from the south of the map, having decided to pod down next to the bunker. I described the compound to them as being nestled up next to a cliff, allowing them to look down and observe Commissar Sander's last stand.
Of course, they intervened, death from above style. I was quite proud.

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p. 159 DW states that 'backpack supplies hold 100 rnds for Plasma, Melta and Las weapons, 250 rnds for SP or Bolt weapons and 75 shots for Flame weapons."
Furthermore, it states that "backpack ammo/power supplies are automatically issued with any heavy weapon."
Now, I think the ammo capacity for the SP and Bolt weapons is fine, no problems there.
My problem is applying that to Plasma Cannons, Lascannons and Multi-meltas. I think that's just too much ammo.
My proposed house rule is that backpack ammo supplies provide the listed ammo capacity for SP and Bolt weapons only; for wall other heavy weapons, they simply double the heavy weapons listed clip size. Furthermore, backpack ammo supplies can be used only with heavy weapons. The Soundstrike missile launcher may not benefit from a backpack ammo supply, as it already incorporates an expanded ammo capacity thanks to similar functionality incorporated into its design.
For example:
Plasma cannon would have 32 shots, Lascannon would have 12, a Heavy flamer would have 20, etc.
The thing is, once you get into an actual mission, you simply don't need that much ammo anyway. Halfway through Extraction, my players had used only 3 missiles and 40 heavy bolter rounds. I also like the idea of forcing my players to think tactically as to how they'll use their heavy weapon resources; I don't want them to just blast away willy-nilly with a lascannon because the RAW say that it comes with 100 shots.
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I really like Tkis's idea, kinda reminds me of DOW2 or perhaps X-com. Here's my take on his take:
A space marine may carry:
In his hands: 1 Basic or Heavy Weapon or up to 2 close combat (including pistols, powerfists and lightning claws) weapons
On his back: 1 Basic or close combat weapon on the back, using a dipole lock, or a backpack ammo supply (or other heavy weapon reload) or a jumppack
In his utility belt: 2 small weapons (combat knife, pistol), 3 small gear options of 1 wt unit or less (auspex, repair cement, dataslate) or 1 larger gear option up to 15 wt units (meltabomb, signal beacon,clusterbombs) , 3 grenades or 3 basic/pistol weapon reloads
In his utility pouches*: 3 basic/pistol weapon reloads, 3 grenades
* secured by mag-lock to various convenient locations on the space marine's armor, such as the thighs, chest, lower legs.
Example:
Brother Avitus, a Devastator, carries the following into battle:
In his hands: heavy bolter
On his back: backpack ammo supply
In his utility belt: bolt pistol, combat knife, cluster mines, 3 frag grenades
In his utility pouches: 3 bolt pistol reloads, 3 krak grenades -
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Anybody? Alright, well...I'll just answer myself then, and see if anybody corrects me. I'll preface this by saying that I have read the relevant sections of Rogue Trader and Into the Storm, but could not find any clear answers, so this is just how I interpret the spirit of the rules.
Answers:
1) Short answer: The Common Lore check has no impact. Nowhere in the section 'Using Interaction and Lore Skills in Social Situations' does it specify what effect using a Lore skill has on a social skill check. However, I really like the idea of rewarding my players who have lots of Lore skills, so I'll say that a successful Lore test, modified in difficulty by how obscure the knowledge is, gives a +10 bonus to the next social skill check.
From the example, p 205 ITS, Lidya makes a Common Lore: Imperial Navy check at -10, because knowing exactly what all those service medals, ribbons and campaign badges mean is a little obscure, but she likely deals with a lot of Navy people, or has in the past. I don't know the character's background, I'm just guessing.
2) Lidya's total difficulty on her Blather test should be -10, however, the numbers still don't add up. Here's how I interpret that: The Provost is 'talkative', giving a +10 bonus to social interactions, however, the outcome of the event would be very 'bad' for him, so there's a -30 modifier as well. This brings Lidya to a -20 on her Blather test, but she did just succeed in a relevant Common Lore test, so she gets a +10 bonus. Again, this is assuming my answer to question 1 holds true.
3) Again, short answer: he shouldn't. Why would the Provost be taking a penalty? Perhaps if some other character were present trying to distract him, but the whole point of Lidya's Blather test was to improve the Provost's demeanor, thus making him amenable to her desired outcome (skipping the rest of the inspection, in this case.) There could be any number of reasons why the Provost is taking a penalty, but they are not explained in the example, and certainly not by the relevant rules discussed in this section, Using Interaction and Lore Skills in Social Situations.
I would love to hear anybody else's take on my ruling here; I welcome enlightenment.
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Now, I do not wish to detract from the wonderful job the FFG team did in representing our favorite quasi-religious space warriors in an rpg, but, somethings seem to missing. A reminder, these are just my opinions, albeit exceptionally well reasoned. Here are some additional skills/talents that I'm going to have my Deathwatch players start with:
Pilot (Personal)
All Adeptus Astartes seconded to the Deathwatch start with this skill, as, in my most thoughtful and considered opinion, no chapter would send any marine with less experience than that of a tactical marine. Given that a tactical marine must, by definition, have progressed through a tour as an assault marine, it just makes sense that every Deathwatch marine would have this skill. Weird outliers such as Space Wolves, who do not follow the Codex Astartes, I summarily dismiss. Maybe they had to wrangle a squad of Sky Claws once, who knows?
Chem-Geld
I know this has been brought up before, and I'm in the camp that says the Adeptus Astartes, thanks to their extensive hypno-indoctrination, simply do not think about or even care about anything as filthy and debased as physical reproduction. Now, I can't point to any specifics here, but I'm fairly certain an Astartes does not even possess external genitalia anymore, thanks in part to the Black Carapace. I mean, for a warrior, that's just a huge weakness right there.
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The example give on page 205 ITS makes very little sense to me. I have a battery of questions:
1) What impact, if any, did Lidiah's Common Lore: Imperial Navy test have on her Blather check? Or did it affect the Provost's Scrutiny check?
2) Why is Lidiah's Blather test made at a -10? The arithmetic in the example simply doesn't add up: "The Provost is Talkative (+10) (his job is boring for a former Navy man), but letting contraband through would be very Bad (-30) for him, so Lidiah has a cumulative penalty of -30." By the numbers, it seems that Lidiah should be making a -20 Blather test.
3) Why is the provost taking a -20 penalty on his Scrutiny test?
Help is much appreciated.

Backpack ammo supply...needs to be toned down
in Deathwatch House Rules
Posted
Sufficient ammo. Yes, it does say that. However, when you consider the arithmetic, 'sufficient ammo' is about 3 reloads. Consider that the Deathwatch bolter comes with a fire selector, which means it has a triple stack clip. That's 3 magazines in the gun, and under my rules - house rules, I guess- 3 reloads stored about the space marine's armor. That's 168 rounds. If you full-auto with the bolter (s/2/4), that's 42 rounds of firing.
I mean no disrespect, but, to those of you that object my views on limiting ammo, have you actually played the game? I stress that I do not mean disrespect, but please consider the realities of how many combat rounds you expect to get into a single mission. My goal is to impose 'reasonable limits' on encumbrance, in order to balance the game for those of my players who are not devastators.