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  1. lurkeroutthere said: Yes but by that logic the only reason the Codex astartes exists is so that the protagonist Ultramarine can show what a rebel they are by breaking it. It wasn't logic, but an observation. If a player wishes to highlight a conflict in their roleplay, that's fine. But seeing the Ad Mech as more important the the Chapter is going to be very much a minority opinion amongst Tech Marines.
  2. ak-73 said: You don't compete with the NPCs, Siranui, you compete against your team-mates, aka I don't need to outrun the monster behind us, I only need to outrun my party. Ah... but arms races and auctions only work if everybody plays ball! If the players *all* decide to ignore combat improvements, they are free to spend all their points elsewhere with no *real* loss of effectiveness. But... like *that* would ever happen!
  3. The Black Templar space marine battles novel also features a Techmarine who happily ignores the whims of the Ad Mec to break out some planet-saving tech.
  4. So it's simply a degree of empathy and affection for a non-Astartes, rather than love, as some has said. Riiiiight.
  5. I certainly agree that the idea of an elected leader works perfectly within the scope of the game. Players actively ordering others around is boorish, and elective leadership reins that in. ak-73 said: But that's not how 40K works. The Space Wolves are a proud chapter and have their own traditions and I don't think they are thinking all that highly of the Codex. The have an oral tradition and don't understand the written tradition. I suppose in the eyes of most Sw the other brother should just man up and have an ale. It's how the Deathwatch works, though. Astartes are screened and selected because they have that certain something that makes them suitable. Part of that is going to be the ability to compromise. The Ultra is going to have to work outside the Codex, and the Wolf within it; the Templar will have to tolerate the Psyker, et al.
  6. Being meta... ultimately any XP spent on combat stuff is slightly moot, given that GMs set up fights to be as hard as they want them to be. Ultimately, every RPG is like running on a treadmill, because combats never really get 'easier' unless the GM wants them to! 20th level D&D characters seldom meet for orcs and a half-ogre! Anyhow... that aside... yes, it is worth it, but more advances obviously give reduced returns. +5WS might be a small percentile increase for a melee character, but it's a dice roll that he will be making three times a round! Ultimately, 80%+ of the rolls an Assault Marine ever makes will be WS tests. So a 5% increase in those is worth vastly more than 10% or even 20% on anything else. That said... I like a good spread of abilities, rather than just 'stacking' a character in one area.
  7. ^This. It gets a bit lame when players constantly say 'going for a headshot', and he extra GM admin to record stun is annoying. Basically, your players are looking for a mechanical advantage. They also probably won't like the tables being turned. Nothing is more frustrating for a player than missing their turn. If you want to illustrate the point, then I'd recommend having a bunch of Eldar/Tau snipers who stunlock the PCs constantly, from 500m away! That should put them off! Instead, point out the other benefits of called shots: Safely shooting into melee, bypassing cover, less armoured locations... there really are a lot of good reasons to use called shots, but 'Called shot: head' is not really one of them until a foe's wounds are out.
  8. Cutting back briefly... where in the Ragnar books is this 'falls in love with...' thing? Because I've chatted to a few people who have read the book and they all said "W.T.F?!!!!"
  9. Chapter. Definately. Even the Iron Hands. They might like machines, but ultimately loyalty is to Chapter: The people they are surrounded by and have been for all bar five years of their adult lives. Plus there's all that hypno indoctranation.
  10. peterstepon said: Bear in mind though, that a billion soldiers sounds like a lot, but spread over the galaxy, it dillutes to insignificance. The Imperial Guard is like the Russian army, lots of soldiers thrown into the fires of war for little gain and with alot of losses expected because, well, there are lots of other people you can recruit to replace them. ...The Tau empire is like Israel. On paper Israel should have been crushed by the arabs ages ago given the sheer size and population of the Arab world compared to the Israel, however, history has shown the opposite. Israel won because it is a tiny country with superior weapons and doctrine (like the Tau) against an army of conscripts with poor logistics (like the Imperium). The tiny size of the Tau empire allow them to have compact and efficient supply lines to get re-enforcements into the battle quick while the Imperium must send troops vast distances to keep the war going (the book Savage Scars, highlighted this quite well). Except that doesn't really work. Either historically or in 40k terms. The Soviet army briefly threw troops at the problem... and then found that they had chronic manpower shortages and so stopped doing it. As cheap as life is; throwing troops away means that you eventually run out, and it's horribly inefficient. If you are shipping troops a thousand light years, then it pays to make sure that they are worth shipping, and that you spend more than a week training them! Front line troops are the minority in the military: There is a massive logistical chain that supports them. Each life might mean nothing, but if it took a thousand gallons of fuel and three months to get him/her to the warzone, then it's a chronic waste of materiel. The Imperium cannot afford to literally care nothing for its Guard, nor to send them under-trained into distant warzones. PDF: Sure; as a stop-gap. Guard are more likely to be well trained elite troops by our standards. The Tau are nothing like Israel. Israel survives as a State due to massive amounts of external assistance both in terms of diplomatic pressure on opposing elements, and in the supply of military hardware and technology and vast piles of cash from sympathetic corners. The Tau have none of that. Also: The Israeli army in not *against* conscripts: It *is* conscripts. Whereas its opposing elements are not conscripted and are there because of ideological beliefs. The Tau survive because the Imperium haven't got around to crushing them, due to other pressures. The Tau supply lines are short; not fast. Tau interstellar transport is of low standard by Imperium standards. It's just that they are tiny, and the lines are short. And their tactics are not 'superior', simply different. All tactics and battles essentially are based on one of two concepts: Maneuver or Attrition. One is not 'better' than the other. The Tau use the former type of warfare and excel at it. The Imperium uses Attrition Warfare and excels at that. I would also highly dispute that Imperium logistics are inferior to anyone else's. They can't be, given the size of the place and the efficiency with which it moves goods, troops and psykers around. The entire Imperium would fall apart without excellent logistics.
  11. Brother Praetus said: If you want a +2 to damage with ALL ranged attacks, take the Mighty Shot talent. Adding Crack Shot along with that makes killing easier. -=Brother Praetus=- Yes, I got that. My point is that the talent is poor value mechanically, and that can be moderated by allowing the +2 to add after any critical-reducing effects.
  12. Eh? 'Treat as taking both hands to wield' is not a bunch of extra rules. It's actually a far simpler and elegant solution that 'increase Req requirements, treat both weapons as the given stat-line, can be used to dual wield, but you only get the bonuses if you use both of them'! Also; what other Ultramarines Relics do you consider to be good for a low cost, out of interest?
  13. Bolt of Change said: That said I don't think that Space Wolves give a **** about the codex. In this case, that's the wrong attitude for the Wolf to have. If he's in charge of a bunch of guys who DO give a **** about the Codex, then he needs to learn that, understand that, and work with that. Otherwise, he's not suited to lead them. cf: If I were a proponent of a specific religion, but all my staff were rigid and pious followers of another religion, would I be a good manager if I vocally never gave a **** about their religion, bad-mouthed it, and never bothered to learn about their culture's way of doing things? No: I'd be an arrogant moron, unfit to lead them.
  14. Kshatriya said: I just see it as a little punitive. *shrug* Seems to me like a good set for any melee-defense-oriented smurf, especially if you don't care to really two-weapon attack with the poinard, but also a decent thing for an Assault Marine to stack on with other WS/parry bonuses to get even better. And just to note - combat shields sit on the upper arm and don't take up a hand slot (unless I missed some errata) so you could wear one as well, though I probably wouldn't give any more bonus for doing so. I don't see 20 Req for a slightly inferior power sword that grants an amazing talent and +20 balance as punitive, given that a normal power sword is 20 Req. Whereas I see 20 Req for a pair of slightly inferior power swords which can both be attacked with *and* provide an awesome talent *and* +20 to parry ridiculously under-priced. So, yes: It would be a house rule; but one that common sense dictates to me. As written, they are excellent for *any* Ultramarine who has two free hands, because they grant WoS, which is otherwise unobtainable for any save Assault Marines, *and* a massive parry bonus. Even not allowing the off-hand attack, they are staggeringly good value. Combat shields don't require a hand, but they'd be attached to the forearm, not the upper arm. You can't actively parry with a shield attached to your upper arm. But the bonus would not stack, because you specifically need to be parrying with an item to gain a bonus from it.
  15. Don't forget that by rights, the whole XP that the marine gains represents them working as a team, with a bunch of strangers. I think it's mentioned somewhere. The 'use other's Patterns' thing is near the end of RoB, and also represented by 'Brothers of Blood' distinctions.
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