Fabian3
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Posts posted by Fabian3
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Part of the 100 point cost of termy armor is the weapons. When you "buy" the armor its really 60 points with 40 for weapons at a minimum. I think what they are getting at is using a sig wargear for a storm bolter, master for powerfist,hero for the termy armor.
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+1 for Siranui idea. Grid maps are nice in small areas, but for the most part we use a dry erase board for general lay out. We tried to use the grid more often, but the range of guns were so high it made it pretty much pointless. Now I just detail it as best I can it seems to be working out better for us.
If you like the map with lots of models just becareful that it doesn't turn into 40k light unless that is how everyone wants to play it.
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Anyone else notice that force weapons have a renown for Respected to get? I wonder if its a typo. The Epistolary in RoB get issued a force weapon along with a hood might have been what they(FFG) thinking in the first place but changed their mind to give the Lib some love.
Btw the errata thread metions that the Epistolary doesn't get the force weapon only the hood since the lib gets the force weapon already.
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Bare in mind Seianus that cohesion is spent only once for sustained abilities. If you have RoB it added a rule that non-sustained is only paid once for that combatsustained payed once per mission.
Anyone else noticing that o r is being filtered.
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I think the game already kinda does this since a player can only benefit from one Squad action a round. So then couldn't take part incall for another bolter assault if they took part in the first one. Look up Squad actions on page 219.
So to recap if 3 of the kill-team use bolter assault they cannot join in on another till the start of their next turn, while the other 2 can ether do a bolter assaultuse another ability.
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Remember though Talents can be given as rewards. Signature wargear seems like one that could out , like given a relic after a heroic victory (hero grade wargear). The other common rewardpunishment is the peer/rival talents. Which is why I think they put the extra line in there, plus other advance careers have more Signature wargear like the Deathwatch Champion in RoB. It has two hero level wargear one for weaponone for armor.
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I agree with Happy Daze let it target a tank but don't let it bounce to other targets.
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Well the Assault could just by the squad sergeant just take away the jet pack give a backbanner and something else since they are armed with a chainsword and bolt pistol anyhow.
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Into The Storm for Rogue Trade has an SP sniper rifle in it. The rifle still has a pen 0 though but if can take any autogun round so you can increase it with different ammo types. Just bare in mind one of the tables in RAW DW give you a req and renown cost per rarity so you can judge the cost of taking the weapons from the other two systems.
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Thanks for the responces! I strongly do believe in the keeping it simply stupid, which is why I did try to keep them in-line with what one would see in other abilities and talents. The first idea I had for the warp field was to use it like a void shield from RoB with it having an AP value with set "wound" but thought that would take to much effort while using it as a field was pretty straight forward.
I didn't state it in the OP but as a GM I would mainly roll for the swarm at the beginning since they would have common traits, for example a swarm attacking a hive world with tight hallways where they can concentrate fire might have evolved hardened carapace and toughened exoskeletons to better weather the fire. While one attacking a world with cliffs and plateaus would have flesh hooks or wings(both of those not on my list but are in the game the flesh hooks are in DH creatures anathema).
Anyhow null zone as a d10 roll since not all monstrous tyranids have a psy rating.
Bottom table should read small/normal sized.
Since more armour to horde mobs wouldn't really do much (at least to heavy bolters and would punish basic weapons) maybe it can add say +10 or 15 mag for the hardened carapace if the horde has it.
I know Ak-73 I can't wait to see the newer creatures hopely more slaugths and enslavers as well.
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I would use them more like a 'sands from a hourglass running out thing' as the time in the mission is nearly gone the kill-team pretty much get chased by a creeping carpet of them. With mag damage if they are out of synapse instead of just flat out dieing. Let them know its not a fight they can win and that they should be trying to get to the extraction point.
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I like the purity seal ability but maybe chance the insanity one to surpressing primarch curse with added benefits if they are of the same chapter like a Blood Angel Chaplain helping a battle brother who is slowly falling into the black rage more so then if that chaplain is say from the Ultramarine chapter.
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Long time lurker and 40k player (since 2nd ed). We just shelfed our RT game after doing a one shot DW game since it was so epic. I am pretty much happy with things in DW but the lack of biomorphs for the Tyranids. Here is the list of what I think I might throw at my players.
Most of them taken from 2nd ed Nid codex. The number also equals the roll on a d10 if randomly rolling them.
Monsterous table
1. Adrenaline Sac - gives +2 to initiative, plus when activated as a free action gives preternatural speed for 1d5 rounds afterwards suffers one fatigue and must wait 1d10 rounds before it can be used again.
2. Voltage Field - +2 damage to melee and acts as a 30 strength field with a burn out of 01 - 10, all other fields have a chance to burn out if within 5m on a roll of 7-10 on a d10.
3. Enhanced Senses - heighten senses (sight, smell, and hearing) plus unnatural perception.
4. Hardened Carapace - +2 armor per size catagory (minium of 2) so a hulking would get 4, enormous would get 6 and so on.
5. Venom Sac - pretty much the same as the one in the book adding a +1d10 to damage with a -5 toughness per damage after armor and toughness.
6. Regenerate - adds regenerate 1 per size catagory.
7. Toughened Exoskeleton - adds 10 to toughness plus unnatural toughness.
8. Aura of Torment - minus 10 to pinning, fear, and command checks to all non-tyranid within wp bonus x 10m.
9. Warp Field - 60 strenght field with burn out of 01.
10. Null Zone - Chance to null a psychic power on a 7-10 on d10. <--- might chance to be more like the psychic hood opposed willpower test
Small/ normally sized table
1. Adrenaline Sac - remove the preternatural for horde just add +1 attack.
2. Hardened Carapace
3. Toxic Sac
4. Toughened Exoskeleton
5. Enhanced senses
I am thinking about normal and hulking getting one roll on table while enormous and massive get two and so on.
Let me know what you think about them and any changes you might add. I am also looking to add in the other weapons like the spinefist and spike rifle.

Session Report: Extraction (the mission from the back of the book)
in Deathwatch Gamemasters
Posted
You need to read up on the devourer more. It can be given an upgrade called brain worns giving it 2d10 +6 plus deal damage to cohesion. Throw in the toxic upgrade from the warrior profile you get can another d10 of damage in there since it works with ranged and melee.
I posted a list of biomorph upgrades you can use as ideas in the house rule. Might give your party some fun surprizes.