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Adamant2

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Posts posted by Adamant2


  1.  In TT, a bolter or a space marine's close combat attacks (unarmed, combat knife, chainsword, power weapon, force weapon, frag grenade, whatever) has a 5/6 chance to do nothing, and a 1/6 chance per hit of inflicting a glancing hit. A krak grenade has a 1/2 chance to do nothing, 1/6 chance to glance, and a 1/3 chance to penetrate. A power fist has a 1/6 chance to do nothing, a 1/6 chance to glance, and a 2/3 chance to penetrate. A melta bomb has a 1/36 chance to glance, and a 35/36 chance to penetrate. A Space Marine has 1 Attack, +1 if he charges, +1 for two weapons. (Only only attack if it's a grenade.)

    A glancing hit has the same effects as Righteous Fury in the RPG, but can wreck an immobilized, weaponless vehicle. A penetrating hit has a 2/3 chance of doing the same as a glancing, a 1/6 chance of wrecking it, a 1/6 chance of explodes.

    Still calculating how that translates...


  2.  Being an Assault Marine doesn't necessarily mean wearing a jump pack. Basically, specialist assault marines are generally the ones who get the jump pack training, the ones who are just passing through assault to tactical are usually on foot or bikes. Pilot (personal) could be on the general space marine advances chart at a lower rank than its current 3, but I don't see it being automatic.

    The needle rifle has always been the SM sniper rifle, but the Stalker is gaining prominence. The needle rifle could use a little more penetration, but its stats look weaker than they are, it's pretty nasty.

    No Chem Geld. Some Chapters' geneseed has... issues that might make it appropriate, but not all.


  3. N0-1_H3r3 said:

    Wrong way around - size is added before multipliers are applied.

    AB 5, +2 for Enormous, tripled for Unnatural Speed and Quadruped together, for total movement of 21/42/63/126

    You're right, I'd missed that bit, was going by general "multiply, then add" order of operations.

    As if they needed to be more insane... then there's Sprint...


  4.  Chaplains are the keepers of their chapter's traditions and distinctive specialties- all the stuff that makes a Black Templar different from an Ultramarine. That job really conflicts with the Deathwatch's integration efforts. An Iron Hands Iron Father, a Space Wolves Wolf Priest, etc., would really not mesh all that well.

    Deathwatch Chaplains would have to be Deathwatch Chaplains, not Ultramarines Chaplains or whatever. It's someone who's devoted himself to the Deathwatch as his chapter (like the Black Shields). Right now we only have so many chapter backgrounds to start. Rites of Battle is supposed to have info on more chapter backgrounds, so I expect we'll see something about that in there.


  5. broutefoin said:

    movement to 12/24/36/72

     

    The 6/etc in the book appears to be an error anyway- it should actually be 17/34/51/102:

    Agility Bonus 5

    Unnatural Speed gives x2

    Quadruped gives x2 (so x3)

    Size (Enormous) gives +2

    5x3+2=17.


  6. The Lift/carry rules section appears to be completely identical to the previous games (including the line about backpacks or satchels... Space Marines generally don't lug around bags!)... as mentioned, given that it's easy for Space Marines to start off the chart at rank 1, this does get messy. If the weights progressed according to a consistent function, we could derive the higher ones, but the curve takes a huge upward turn at higher levels.

    It's hard to say precisely what this means: as an example, the Techmarine's Servo-Arm (SB 14: 75x2) is described as strong enough to lift up one side of a Rhino to change a track. My Storm Wardens Librarian is about as strong (SB 13: 51x2+30) ... at least he isn't strong enough to lift a Rhino outright (according to Imperial Armour, they weigh 30 tons).

    This gets really obnoxious with the throwing rules... lobbing multi-ton rocks around can do a number on the scenery.

    Possibly weights should be calculated without Unnatural Characteristic modifiers, and then apply those to that number. IE, SB 8 + TB 4 = 12, which is 112kg carry, x3 (Treating two x2s as a x3, per general guidelines, but x4 wouldn't be unreasonable either) is 336. So carrying another Space Marine would probably be encumbering, but not require a test, and I could probably drag two at a time. A Space Marine who doesn't have the +Strength armour legacy and has a base Strength of 40-49 could drag another Space Marine, or lift him with a Strength test. Sounds about right to me.

    As an aside, the section mentions how the armoury "describes several weapons designed to be thrown at targets"... except there are no non-grenade thrown weapons in the Deathwatch book. Which is a shame, as a SB of 13 makes them pretty nasty. I'd do more damage (on average) with a Frag Grenade if I didn't pull the pin... Javelins with the Mono upgrade are near bolt pistol damage (single shot, anyway).

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