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MexicanNinja

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Posts posted by MexicanNinja


  1. No, Signature wargear master allows you to add the mastercraft ability available to the chosen item OR you may choose to have a signature wargear with a cost of 40 requisition and below and the correct renown ranking.  You don't get to pool the two together for a requisition total of 60.


  2. Siranui said:

    Remember to read the fluff, too. A Deathwatch Chaplain is not the same thing as a Chapter Chaplain.

    I did, it would seem that if a wolf priest were to make it into the deathwatch, who wouldn't want a chaplain-apothecary (as some of you claim him to be), I'm pretty sure one of the Emperor's finest would learn to level his emotions for the other chapters, especially when dealing with or being a chaplain.

     

     


  3. Well, in my defense, I never even said what I was going to use the Dreadnaught for, what his role was going to be, that he was going to "tell" the kill-team what to do (that's what the kill-team leader is for), or if he was going  to be the saving grace.  I like how everyone freaked out on this thread about a ******* dreadnaught.  The group I just joined almost had their dread taken out by a harlequin, and in the end the dread ended up getting destroyed.


  4. arcticintel said:

    http://wh40k.lexicanum.com/wiki/Wolf_Priest

    I know that the lexicanum isn't official GW material, but I'd say it's pretty accurate.

    And my knowledge comes from the 40k universe also.  Wolf Priests function in a combined apothecary/chaplain role.

    Again, I am stating facts from 40k, table-top.  Wolf Priests offer no apothecary role on 40k table-top, and they have superior abilities and skills compared to a chaplain outside of Blood Angels.


  5. Well, my knowledge is from 40k, and no Wolf Priests are not apothecaries, and Space Wolves are one of the few chapters who can't have apothecaries.  And yes, Wolf Priests are superior to chaplains in 40k.  Chaplains allow himself and the unit he is with to re-roll failed rolls to hit when they assault.  Wolf Priests grant him and the squad prefered enemy.

     


  6. Battybattybats said:

    MexicanNinja said:

    What happens to the hordes when it dies though?  In table-top, bad things happen to those in range of the beast when it is destroyed, this should be reflected in the RPG version (sincey are trying to reflect everything else).

     

    It's already there undr Psychic Backlash at the bottom of the rules!

    I wasn't able to view the page, I was at work and it wouldn't load.  Had to ask, in case it wasn't there!


  7. ItsUncertainWho said:

    MexicanNinja said:

     

    The only advance template I don't agree with is the Chaplain.  It says that Space Wolves can't become Chaplains...WTF?  They have Wolf Priests,are by far much better than a "standard" Space Marine Chaplain.

     

     

    Space Wolves, being the special snowflakes that they are, don't have Chaplains. They, as you pointed out, have Wolf Priests. They are not Chaplains, they are somewhere between witchdoctorsshaman. They are so different as to be incompatible with any other chapter. 

    Wolf Priests are Space Wolf Chaplains, if you've read any books about themplayed warhammer 40k you'd know what I'm talking about here.  They are a superior Chaplain, they have the same abilities but better,have the same "basic" wargear with better upgrades as well.


  8. Siranui said:

    MexicanNinja said:

     

    Challenging (+0) Weapon Skill Test.

     

     

    It's still a characteristic test, though. If it was a skill test it would have to say 'Challenging (+0) Weapon Skill Skill Test'. Think about the alternative: 'Challenging Weapon Test'.

    Again, I was agreeing with you about the test being a characteristic testnot skill test.  I was quoting the bookthat was how it was worded.  If you read below that quote, I stated the following:

    The rules for parry clearly state the reaction is a weapon skill test, table 7-2 clearly states that a weapon skill tests are characteristic tests.

    Yes, I understand that the parry test is a characteristic test not skill test.


  9. boruta666 said:

    i thank all for ideas :D my creative GM writersblock seems to pass at least.

    Mexican Ninja, your statlines for eldar are very similar to what i was thinkin first when i started this little "project", sure it have "cinematic" eldar feel, but sadly it would work much better on DH level of power, on DW level high gracegodlike swordsmanship gives u nothing if u cannot pierce AP+TB, (old WHFRP 1ed Elf vs Dwarf syndrome, universe lore vs stupidity of game mechanics)my sunday session will be on DW power level with main enemies being Chaos cultists with aid of Renegade Space Marines, loyalist forces in form of DW KTuncountable hordes of tyranids.

    as for now its +40(WS,BS,WP,Int,Per), +50(Ag), +20(S,T,Fel), USpeed, Lightning Reflexes (with few aspect shrines ability to take it 2nd time), 2FP, 12W,  with heavier armour being 9AP, lighter 7AP eldar realy need speed.

    Spiritseer, thing with 2 base reactions are in, eldar realy should have it. In case of DoS adding to damage its one of 3 things i consider to resolve mechanic problem about godlike hit =/= damage inflicted.

    1) AgB will be added to SB in case of damage.

    2) WS test DoS will be add to damage, my favourite tbh.

    3) WS test DoS will be added to melee penetration, better hit vs high armoured enemy means hiting weaker armoured spot.

    And since they will not remove their armours i now realy dont need to wory about Fel.

    You are correct about them needing to pierce AP+TB.  However, look at the melee specialists; Scorpions, Banshees, Harlequins,look at the heavy shooters; Dark Reapers, Fire Dragons, then look at the support; Wraith Lords, Wraith Guard, weapons platforms in guardian units.

    I understand that you are trying to stick to a strict aspect, however, Eldar need the support from other Aspects to succeed.  Dark Reapers laying down suppressing fire while Harlequins advance on the enemy with a Wraith Lord following behind is something to fearrespect at the same time.  And Seer Council's could be insane in DW.


  10. He doesn't even need to read the novels.  If any of your players have Codex: Space Wolves, have him read that.  There's plently of background story about the Space Wolves in there.  Talk to him about the behaviour of a Space Marine and/or Space Wolfif he continues to act like a ******...kick him from your session.  If not, you may see the table disapearthe vaulued gamers will be lostperhaps they will tell other players not to play with you as GM because you can't "control" your players.


  11. qcipher said:

    I just made an Assault Marinerose him up through the ranksinto Deathwatch Champion, it seemed like a natural fit.  Once you hit Rank 4, you spend 4000 of your xpget the template, some good gear,two unique abilities which were pretty cool.

     

    Is it worth it?  It seemed that most of the other things on there were more expensive than the same Talent you could get as an Assault Marine.  I suppose if you were from another Specialty which had no access to those Talents it makes some sense, but for Assault Marine I wasn't necessarily convinced.

     

    Is this similar with the other advanced templates?

    I've only quickly glanced over the advanced templates; however, I do know that I want my Tactical Marine to get the Captian role.  I also hope that I'm able to get the Iron Halo before this so that I may have it as standard issue for the following missions.  They all have perks for them, it's just finding the one that suites your previous,current, role.  I believe that add a solid roleplaying element to the game.  Think of them as prestige classes (if you've ever played any version of D&D).  They aren't powerful on their own, but with the right combination they can be a potent force.


  12. About Smite,all of my opinions in this statment are from the table-top version of this psychic power, is this;

    Smite from the Deathwatch book reads like the Eldritch Storm pyschic power from Codex: Eldar.  In that comparision, yes vehicles can be hit but suffer different effects (i.e., you chage the facing of the vehicle, but you would never bring down a Hammerhead while facing the front of that vehicle.

    Smite from Codex: Space Marines is intended to hit non-vehicle models, the strength of the attack isn't very high (compared to what's stated in the book)it's meant to have the potential to mess up units before engaging them in melee.

    Conclusion: As there is no clear definition of what a creature is, in the Deathwatch Core Rulebook,the Omnisah Machine Cult believe vehicles to be living creatures (there are plenty of booksfluff to support this statement), then Smite would be able to hit vehicles.  As a GM, if you think this power to be more deadly of OP, raise the XP required to get the power.  As a GM you have the final say in these situations.  I may not have been playing Deathwatch long but I do have a lot of experience as a GM,all GM's know that PC's will find something not intended to be used for somethingbreak the systemthe mechanics of how it is supposed to work based off the wording for said actionnot having anything to state otherwise.  If you PC's want to argue the XP increse to aquire the power then tell them it won't affect vehicles,that it will affect vehicles in a different wayhere's how/why.  Don't be afraid to use your GM status.  I'm not saying abuse the GM status, just be sure to explain to the players why the change is being madehow it affect them, by doing so.

    Example; Inform your psyker that the power can target vehicles but it won't do damage but rather jam a system from working.  I.e., your psyker targets the main gun of said vehicledisrupts the system so it can't shoot this turn.  Said psyker targets the exposed enginesnow the vehicle can't move (for a number of turns secretely determined by the GM).

    The main thing here, PC's are Epic individuals in the game world.  They'll want/expect to do epic things.  You dont' need to take it all away from them, just modify OP things.


  13. I think you are correct here.  While the suite is top-notch, it doesn't make the weapons master-crafted.  I talked to someone who had a Terminator Armour wearing Space Marine in their kill-team,he stated that he had to pay for the master-crafted storm bolter(s) that he used while wearing the Terminator Armour.  Also, since I am new to this game still; from my table-top knowledge (which I have earned through the many years of playing UltramarinesSpace Wolves) of Terminator Armour, you still had to pay for the master-crafted upgrade for weapons.  The armour made you more resistant to damage but the weapons didn't benifit from the armour.

    This makes sense when you break it down, as well; Terminator Armour is the armour not the weapons you choose to take.  There are many different weapon fittings you can choose for a Terminatorto automatically allow them to be master-crafted is a dream.  You put on your armourthen mount the guns appropriately.  Here's another look into this, if you choose to use an assault cannonchainfist while in Terminator Armour,both weapons became master-crafted, who's to say that the next person to use a chainfist couldn't use the master-crafted one the Terminator just used?


  14. Siranui said:

     I wasn't basing it on the table. I was basing it on the text which details what SkillCharacteristic tests are. A skill test needs to have a skill involved. Characteristic tests are based purely off characteristics. Attacksparries can't be skill checks as there is no skill utilised.

    You understand that I was agreeing with your claim that a Weapon Skill test is a Characteristic testnot a Skill test, correct?  I was just pointing out the simple solution(s).


  15. From my experienceknowledge with Eldar from "table-top", here's my opinions on the characteristics you list;

    They need to have a higher WS bonusBS bonus to reflect their aspect.  Most Eldar have the same BS as a Space Marine in table-topthey usually have a superiour WS compared to a Space Marine.  However, they have less StrengthToughness compared to a Space Marine.  Agility needs to be high, because of the Initiative is high in table-top.  Willpower needs to be high as well, as Eldar are more attuned to the psychic powersthe warp (hence the creators of Webway Portals,the inhabitors of the Web Way).  Perception shoud be high as well, we are talking Eldar.  Here's how I would compare then to table-top;

    Weapon Skill +40, Ballistic Skill +40, Strength +20, Toughness +15, Agility +50, Intelligence +30, Perception +35, Will Power +40, Fellowship +25

    What this does is the following; it reflects the quickness of the Eldar race, the gracefullness of how they wield a blade, the lack of strength (as Eldar train to make quick precise strikes against the foe,rely on their natural speed compared to brute strength), the lower toughness reflects the natural build of an Eldar, the agility shows the speedquickness, perceptionwillpower still shows how they use their "heighted" natural senses of the warpsurroundings,lastly Fellowship shows that they are still able to interact with each otherother races.  Just because they are a warrior class doesn't mean they immediately throw out their trained Eldar skills.  It simply means thay they've taken on the aspect of a warriorfrom that point on they are a warriordo what is neccessary to ensure the Eldar race survives.  They still retain their earlier trained skills in dealing with each otherother Eldar/races.


  16. Good job on making the Tervigon "match" the table-top counter part.  I have to agree with your decisions about making this a beast in meleecrap (but hard-hitting) with shooting.  These things are meant to **** face in melee but lack shooting support (as with most montrous infantry from the Tyranids).  Also, helping hordes is a GREAT idea, this is what it does in the table-top version,you SHOULD reflect that in this RPG.  What happens to the hordes when it dies though?  In table-top, bad things happen to those in range of the beast when it is destroyed, this should be reflected in the RPG version (sincey are trying to reflect everything else).


  17. I know this is like beating a dead horse, but here it comes;

    Deathwatch, Core Rulebook, page 203, Characteristic Tests, Table 7-2: Characteristics Tests;

    It clearly lists Weapon Skill as a characteristic test.  Based on that table alone, how can you conclude that Weapon Skill is a skillnot a characteristic?

     

    Deathwatch, Core Rulebook, page 242, Parry;

    ...he can attempt to thwart an incoming melee attack by making a Challenging (+0) Weapon Skill Test.

     

    The rules for parry clearly state the reaction is a weapon skill test,table 7-2 clearly states that weapon skill tests are characteristic tests.

     


  18. Siranui said:

     That depends on your players. Mine would hate me for it. 

    Remember that if this is a first scenario, the players will be finding their feet in their new characters and settling into them both mechanically and emotionally. It's hard to do that when someone then hands you an additional character with a ton of different mechanics to play as well as your own.

    They need interaction to ease them into character, and then to be gently eased into the mechanics via an initially fairly simple confrontation, and then given a chance to really shine and feel great about it. It's had to do that when an NPC is overshadowing you and mowing down five times the number of foes that you can.

    Well put, the dread is out.


  19. Here's something to consider.  As with tryanids (since you used Geneestealers as your basis), try using one model to represent a squad of ten (so you don't spend a crazy amount of money on models), and use certain models to represent high threat/priority targets (i.e., fire support squads, captains/leaders, etc.).  From what I've gathered, this is a fast-pace game and you don't want to bog down with hundreds of models on the table (if they're not significant).


  20. I'm going to be playing my first Deathwatch game and fell in love with the Ultramarines Tactical Marine.  I've always had a love for the Ultramarines, and when I saw the Tactical Marine...well, I had to play one.  To make my decision even more solid, I noticed the Tyranic War Vet option as history and new I had a chance to paint my Tyranic War Vet model. 

    Ok, now to the question.  Based off my starting skills, power armour history (lead from the front), Fellowship stat, and the Favoured Sons (I get a starting cohesion of 9, if I'm the team leader, and that's looking to be my roll in the kill-team).   Also, the chapter squad modes allow all battle-brothers in my squad to use my chapter squad modes and I don't see the need for the ability to allow my squad members to use my chapter specific squad modes.  Am I reading this correctly?  I want to make sure that my decision to take the Bolter option (+10 BS and +2 damage while in solo mode) is the one I should take, because of my chapter squad modes already allowing my battle-brothers to use my chapter squad modes.

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