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Fabian3

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Posts posted by Fabian3


  1. Chastity said:

     

    Fabian said:

    I do the same as Charmander for my hordes when I am GMing. Normally when I use firewarriors I tend to have each firewarrior equal 2 points or more of magnitude. As my player do damage I tell them how many they are felling for example if an AM gets 6 DoS "You chop one in half as your back swing hits another, you kick out falling another blue skin freak.' Kinda showing that while they might be small in number their training and weapons lets them act like a bigger force.

     

    So, if you don't mind my asking, what do you do when somebody fires a Lascannon at one of the Fire Warriors, or takes some other action which should *clearly* kill one of them but which is mechanically prevented from doing more than one point of Magnitude damage?

    To be honest, I think we're all on the same page here - I don't think anybody is actually advocating treating five Imperial Guardsmen as an M40 Horde - it's just that I personally think that while one fighter doesn't have to represent one Horde Magnitude, it raises some difficult issues if one Horde Magnitude doesn't nominally represent *at least* one fighter - at least for low numbers.

    I think a lot of the problems go away if you're nonspecific about numbers - if you're fighting "several" squads of Fire Warriors you can assign the group any Magnitude you like, because there could be anything from thirty to a hundred of them anyway.

     

     

    Near miss would make them duck down. If a Marine is firing a Las Cannon into a horde anyhow I would be more worried about that Marine's sanity since they could have thrown a frag.


  2. Charmander said:

    Chastity said:

     

    From my perspective, the Horde rules are there to (a) streamline play and (b) represent the fact that an enemy which is individually weak can still overwhelm you in large numbers. Using the rules to just "power up" small numbers of weak enemies seems like a bad idea to me.

     

     

    I agree with the overall intent of the rules, though I view hord magnitude the relative 'power level' of a group of ordinarily weak individuals.  The 5 guardsman example, IMO, is a bit of an extreme one, but the underlying theory is there.

    I do the same as Charmander for my hordes when I am GMing. Normally when I use firewarriors I tend to have each firewarrior equal 2 points or more of magnitude. As my player do damage I tell them how many they are felling for example if an AM gets 6 DoS "You chop one in half as your back swing hits another, you kick out falling another blue skin freak.' Kinda showing that while they might be small in number their training and weapons lets them act like a bigger force.  Those guardman in the bunker or trench might be few in number but because they are dug in it might take 3 to 1 odds to remove them thus having more mag.

    When some Nid hordes I do the opposite a magnitude 30 termagaunt horde might be made up of 60 since gaunts are pretty weak but come in vast number with each point of mag damage killing off scores of them.


  3. Doyle said:

    So a standard Librian always has a Force Weapon as standard issue despite a higher then starting renown cost to get one? And the Epist just gets the Psychic Hood added to his standard issue?

    Yes, to both. Truthfully just disreguard the renown cost since they are the only ones that can fully use a force weapon anyway.


  4. ak-73 said:

    Fabian said:

     

    Both the weapons have a place though if your going to run into more heavy armored enemies the plas is the way to go.

     

    No. Against heavy infantry the Heavy Bolter is the way to go.

     

    Alex

    True but I was talking about the basic weapon bolter vs plas rifle, and only if the game is using ammo since the specal round the bolters get out damage or equal max setting plas without the recharge.

    Face Eater you are right on the cost I think it more the Deathwatch training giving auto RF for xeno more then anything since Volatile is pretty much minimized to just chaos. I did see some nice house rules where Volatile RF's on a 9, 10 maybe add in a check tech-use after firing max setting to avoid recharge but adds a 5% to overheat per turn of max firing. I agree it might be the Auto/semi fire rules.  I was thinking about maybe using the old 'Shadowrun' autofire rules but then it took forever to since you rolled every **** bullet starting with +0 to hit quicking going to negitive with each other round leaving the weapon from recoil.

    The point I wanted to make for the Melta was in places were range(inclosed mine, hulks, ect) was not an issue it is better then the bolter.  Again for the basic models, since the blast might hurt the KT just as much as the enemy. There AA does need some boosting but still 13 pen does go along way when you look at how much a normal bolter can do, still your not going to make a Hammerhead blink like they would in TT though unless your 10meters away and shooting up its butt.

    Now the heavy version of both the Plas and Melta do need some help the Heavy bolter just out classes them. Hell you can throw in the Assault Cannon as being out classed as well.

     


  5. Cujo999 said:

     

    From my understanding,other chapters do not second Chaplains to the Deathwatch.  If they did,then Chaplain would be a starting class option instead of an advanced speciality,which pretty much nixes any ideas of a Wolf Priest being seconded to the Deathwatch.  Deathwatch Chaplains are all seemingly promoted from within their own ranks in much the same way as Watch Captains and Watch Commanders are promoted.  The issue in a Space Wolf becoming a Deathwatch Chaplain is the fact he was brought up with one certain set of ideology vastly different from the other Space Marine chapters.  Not only that,but the Space Wolves take great pride in their individuality and non-adherance to the Codex Astartes,so I think it's somewhat of a stretch to think that one will suddenly see the wisdom in another organization's philosophy and way of doing things.  If I was running Deathwatch and a player gave me a good reason and role-played it well,then I would consider allowing a Space Wolf to become a Chaplain as an elite advance,but they would have to conform to that set of ideals and would be a Deathwatch Chaplain,not a Space Wolves Wolf Priest using the Deathwatch Chaplain template.

     

     

    Old lore had Chaplains seconded to Deathwatch for all the different "secret" that chapters have kinda made it that way. Sons of Sanguinius would have someone to look out for the on set of the black rage and red thirst.  Sons of Russ the same thing with the fear of wolfen. Captains used to be second to Deathwatch as well since it is understood that best xeno fighter were to be sent so their knowledge could be shared, and in turn learn from other chapter about other xeno. When they return they would share what they learned from Deathwatch, but then the big   ][ had overall command not some Watch Commander.

    Honestly I see why they moved them to Advance since any Captain would be leader which could lead to players bossing others around.


  6. Narkasis Broon said:

    good shout vastrix, having checked my books Garro recognises Malcador on sight and so does Ahriman. I might have to have a retroactive word with the team about that

    as for the risk of PvP all my guys know what happened at Isstvaan. I am intending to introduce cracks and see if the team pulls together or fractures. I am pretty sure they will take it in good humour and I intend to attempt to confine any out and out PvP violence to a finale session in the isstvaan system. then if the team does hold together and as a group choose either to stay loyal or rebel I will over them some actual Heresy combat. this thread was poorly named with hindsight :P

    Remember that Garro was Terran born, so that might be how he knew about Malcador.


  7. ak-73 said:

     

     

    Just wait 2 or 3 days, the role of my librarian might be free by the rate I am going. RIght now I am under a stone bridge with mutiple enemy tanks on it, I just have beat a hole into the central column, then put in all grenades and ammo I could and to increase the damage to the structure put my left hand on which Iron Arm psy power had been cast onto the hole. So if the explosion doesn't rip me apart, the collpasing bridge will probably finish me.

    Still that use of Iron Arm was so cool, I just had to. cool.gif

     

    Alex

    That is epic!!! You have Force Dome? Might beable to save yourself with it, but then doing something that epic you shouldn't walk away from it lol.


  8. vastrix said:

    Sounds awesome though I wonder if Malcador would not be known by sight or at least by a psyhic presence that even those without potential could feel as he's been the Empreror's right hand since the Unification Wars.

    Now with the way these character plots are looking it seems that you foresee a time where the players may be turned against each other in a micro-Heresy. The only concern I would have from there is to ensure that you have players who can keep the game as a game and not take personally that Joe killed Fred's character in an act of betrayal. Depending on my group's temperment on the weekend arguements got sparked over in-party fighting. If they can handle it? Awesome!

    Maybe, maybe not if the Marines were from there Primarch homeworld or recruited after the Unification Wars they wouldn't know him. Nor would any Space Marine care much on polical things since both the Primarchs and Emperor made most of the command decisions at that point of the Crusade(if I remember my lore correctly).


  9. Face Eater said:

    Siranui said:

     

    This. Alternative weapons to the bolter should be a choice based on tactical considerations, not a no-brainer. There's certainly more than a million plasma guns in the Imperium of Man, so if they're just *better* than bolters, make them standard marine issue instead of bolters. But they're not standard issue because they're not always strictly 'better'.

     

     

    That would seem to be the FFG take on things, but if that's the case why do melta's and plasma's cost so much compared to a bolter. If they are a choice why not let people choose for no renown or requisition cost.

    As it is they cost a lot for no real gain.

    Both basic weapons of those type only need the first level of renown, it pretty easy to hit that first level normally after the first 2 - 4 missions if you make sure to hit the secondary and most of the tertiary objectives. More if their leader decides to take oath of glory to try and boost those points. 

    Both the weapons have a place though if your going to run into more heavy armored enemies the plas is the way to go. Yes, you can get specal ammo but you can only get one clip per point cost where with the plas you get atleast 3 or unlimited if the GM plays that way. 

    If you find yourself in a mine or any tight spaced area were range isn't a factor then the melta is nicer since you will probably find yourself in short range more often doing 3d10+8 with a 13 pen is going to be better then 2d10+5 pen 5. While it does suck that the infernus pistol needs famed renown it is a very rare weapon (unless your a seneschal in RT) it is still better then the bolt pistol in melee since you can't fire semi.


  10. ItsUncertainWho said:

    Dreads are technically vehicles and the marine entombed is the pilot. I would look at what it takes to stun a vehicle, if they can be.

    I would lean toward no they can't be stunned, but no books are handy.

    The reason it comes up is the crit table for vehicles inclued a crew stunned if they don't pass a toughness test.


  11. He would have to make up a Toughness stat for it since when implanted his Toughness would have been reduced by 1d10+1(should be around 30ish since most Marines have around a 40) then roll, but remember to have the Unnatural Toughness improve how easy the test is. 

    If I was the GM I would rule that the Choas Dreads is always in a state of Frenzy making it immune to stunning, pinning, and fear.


  12. ak-73 said:

    Charmander said:

     

    Can't say I've seen the titans in RoB (**** you Amazoooooon!) but the HT seems to be squishy enough unless you play them smart.  It has good armor and toughness, but any sort of concentrated assault from bolt weapons, especially high pen ammo or ammo that ignores natural armor, all 120 of those wounds will vanish faster than most GM's like.

     

     

     

    Don't worry, the titan in RoB is vastly superior to the HT.

    @Fabian: in the Inquisitor's Handbook there are rules for using Dodge to catch a bullet meant for someone else too.

     

    Alex

    Yea, I saw that but Warriors are lacking in the Dodge skill as well sad.gif.


  13. I see it as all, since if you change the base movement it going to affect all the other types. So if AG bonus is a four if would be 8, 16, 24, 48 with a jump pack. If your using the flyer 12 it would be 12, 24, 36, 72.

    I see the AM Wings of Angels only giving +20 to whatever move type being used so if charging with the above 44, or running 68 . Although I am not sure how others rule this or how FFG intended.


  14. Problem with the Hive Tyrant is the lack of dodge as a skill (you still get half its AG stat), so you do need those wounds and AP. Due to the size of the HT a Dev can get a pretty good number of hits on it and with that many dice the chance of a rightous fury are pretty good. Sometimes I like to have warriors near by use Delay action to so it can "jump" in the way and take some of the shots, since the Tyrant Guards didn't start showing up till after or about the same time as Hive Fleet Kraken(if I rememeber correctly).


  15. Charmander said:

    Tech Use isn't defined that way in the book- you can look at it differently if it fits your view of 40k, but the book defines it as a pretty general skill.  You get to use and repair some stuff.  That's not soley the domain of the Adeptus Mechanicus.

    Tech preists/Techmarines useless aside from tech use?  What? sorpresa.gif

    Techmarines get sweet special abilities, tech only talents and abilities, so unless you consider things like Armor Monger, Weapon Tech, and the various rites as useless abilities playing a techmarine is not pointless.  They also get skills that are harder to get or more expensive for other classes.

    This is also ignoring the GM here as well, who is more than likley going to give greater penalties on a non-Adeptus Mechanicus member when dealing with certain tech.

    To the OP: I wouldn't allow someone to becoe a TechMarine in the middle of a deployment to the DW unless the campaign had lengthy spans of down time - long enough to justify a DW tour ending and starting again.

    Sorry didn't mean they were useless but the higher and cheaper tech-use skill is one reason to have a Tech-marine. Other then the horde of cyber parts, beable to tank like mad, and buffing weapons and armor, hmm ok they still are pretty specal, but I still feel the higher secrets of the Machine God should stay with the Techmarine/priests.

    But I do see your point about give more of a penalty while still allowing them to have the chance to succeed (like hitting the right button on a educated guess).


  16. General Marine rank one can get Tech Use for 800, Aptho at rank 3 for 500 and Dev at rank 5 for 500 just grandfather in +10 and +20 every two or three ranks. Althought I wouldn't allow such since it would make playing a Techmarine kinda pointless. Just let them get the first Tech Use with a multi-tool or servo skull they can get some plus anyhow, unless the class gets the skill again maybe let them take the +10 but increase the cost. They should never be able to be better then or even the equal to a full Techmarine, IMO.

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