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WhiteLycan

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  1. I totally forgot that space marines aren't counted as Hulking because of their black carapace. I think the hulking would count for the repulsor rifle, however, since I kinda imagined it as being based off of the target's mass, not their to-hit. Their hulking mixed with unnatural toughness would mean repulsor weapons would be pretty weak against space marines, anyway. Average 15 point reduction on their knock back range and 15 reduction on their fall damage. If it was a space marine in my example up there, he would have only taken 4 damage and a rifle wouldn't be able to hurt him at all =/. Be interesting to add a combined-fire capability to the weapon. Maybe I should increase the damage of the cannon since it (and most other cannons) is not really intended to be anti-personnel. At one stage of development for the repulsor can on I actually gave it the felling (1) quality but I took it out later. Maybe I should put that back in.
  2. That's what I figured. But I do have a question: How do you figure that compel is a mostly out of combat power? Not only is every example they list in the description an in-combat use, the power is non sustainable. Meaning you use it, and you're done. It lasts for a round. Which pretty much exclusively means in-combat power, since rounds are only used in combat.
  3. Deciding whether a nova cannon kills a planet or not is difficult. Game-balance-wise, it shouldn't. Game-mechanic-wise, it would. Realistically, it probably would, but I'm no physicist. Balance: It'd a bit ridiculous to give the player the ability to willy-nilly destroy planets. Mechanic: NCs have a 30,000km explosion diameter. Earth would be toast.
  4. I tend to do what you do, bullet points with way too much specific information in them =P Hard habit to break.
  5. I made this type of weapon for a race I used in a game I ran a couple years back. Guess I'll throw it to the sharks, see what happens. I realize these rules are a little convoluted and complex, but they worked just fine in play because I had all the rules in my head. And once my arch-militant player picked one up, I don't think he ever sat it down. Repulsor Rifle: Repulsor Rifles send out an intense bolt of force, potentially throwing their target(s) several meters backwards or merely stunning them. The rifle doesn't follow the normal rules for dealing damage. Instead of damage being reduced by Toughness Bonus and Armor, it is reduced by Toughness Bonus multiplied by how many steps the target is above Average size (x1 Average, x2 Hulking, x3 Enormous, etc). The Repulsor Rifle itself deals no actual damage. The damage comes from the target of the rifle impacting an obstruction, be it a wall or another being. When rolling damage dice for a Repulsor rifle, the result is how many meters the target is flung backward in a straight line. Should the target of a Repulsor Rifle be knocked into an obstruction, the target stops in that spot and takes damage as if he'd fallen the remaining distance he was supposed to be knocked back (Damage rolled minus distance travelled). The object/being the target hits also takes the same amount of damage, though theirs is reduced by armor as usual. If the target hits another being, the being can make an Agility Test to avoid taking any damage; the difficulty of the test is the remaining amount of space the target is to be thrown. If the target impacts no obstructions, it takes no damage, but ends its turn prone a number of meters away equal to the damage rolled. The rifle has 3 firing modes: Normal, Maximal, and Spread. Maximal mode increases damage by 1d10+2 and adds the Recharge and Unstable qualities and also increases its Concussive quality by 1. Spread decreases the weapon's range to 7m (15m for the Cannon), reduces the Concussive quality to (0) and adds the Recharge quality, but affects all creatures within a 30 degree arc in front of the firer. When firing on Maximal and Spread mode, each shot takes up 3 ammunition instead of 1. Repulsor Cannon: Repulsor Cannons are similar to Repulsor Rifles in every way except that they are heavy weapons. Name Class Range RoF Damage Pen Clip Rld Special kg Availability Repulsor Rifle Basic 30m S/-/- 1d10+5 -- 12 3 Full Concussive (1) 9kg Near Unique Repulsor Cannon Heavy 100m S/-/- 3d10+10 -- 3 4 Full Concussive (3), Felling (1), Blast (1) 50kg Unique Set up an example Bob fires a Repulsor Cannon at Tom on Maximal setting (3d10+12). He rolls 34 for damage. Tom is Hulking size (x2) due to his Power Armor and has a Toughness Bonus of 4, meaning the damage is reduced by 8 down to 26. Tom is standing 10 meters away from a solid plasteel wall. Tom impacts the plasteel wall with 16 meters remaining in his trajectory. Tom treats this as if he'd fallen 16 meters, taking 1d10+16 damage with no reduction from Armor, only Toughness (which is 4). Tom rolls 1d10+16, getting a 22. He then reduces the damage by his TB, which is 4. The total amount of damage he takes is 18. I realize that's a lot of damage, but think about that compared to a Plasma Cannon on maximal: 3d10+10 with 10 penetration. That means any and all non-vehicle targets will take, on average, 26 damage.
  6. I found this, as someone else said, on Dark Reign. I actually have 3 PDFs from Dark Reign relating to homebrew ships (Adeptus Astartes/Chaos/Imperial Navy). Like someone else also said, they were made before BFK was released and they never got updated, so I updated them myself for my own use. I don't claim to have created this ship from scratch, I only claim to have altered it to better suit the current rulesets. That being said, don't judge too harshly! I never played Battlefleet Gothic, so I don't know exactly how off this ship is according to BFG's stats, though I'm assuming the guy who originally made them knew plenty. BATTLEBARGE-CLASS BATTLESHIP Dimensions: 9.5km Long, 1.8km Abeam Mass: 50 megatonnes approx. Crew: 275,000 Accel: 1.8 gravities max sustainable acceleration Most Space Marine Chapters control two or three battle barges. They are very brutal vessels, with only one purpose behind their design. As might be expected, a Battlebarge is configured for close support of planetary landings and carries numerous bombardment turrets and torpedo tubes. A considerable amount of hull space is given over to launch bays for intra-system craft and drop pods, observations indicating that up to three companies can deploy simultaneously. The vessel is extremely heavily armored and well shielded, presumably so that it can breach planetary defenses without harm coming to its cargo. Naturally the battle barge would make a frightening opponent in any situation where boarding is involved. Speed: 4 Maneuverability: -10 Armor: 28 Hull Integrity: 130 Detection: +40 Turret Rating: 5 Space: 115 Power: 105 Ship Points: 100 Weapon Capacity: 3 Port 3 Starboard 2 Dorsal 2 Prow Special Rules Add +1 to Void Shields Double the Strength of Torpedo Tubes. The ship may carry one extra squadron per bay. +10 to Ballistics Tests using Bombardment cannons. Battleship: This ship can use "cruiser only" components.
  7. Compel: This technique allows the psyker to force others to briefly act against their will. The psyker makes an Opposed Willpower Test against the target. If the psyker succeeds, the target must follow his commands. The commands must be simple and achievable in one round. Some examples include “Flee,” “Fall,” “Attack the closest target,” and so forth. If the command is a potentially suicidal act, the target gets a +20 to his Opposed Willpower Test. My question is simple: When? As in, when does the compelled action take place? The power gives no hint as to when the target must follow the copulsion. Does it happen immediately upon manifesting the power? Or does it happen only when it becomes the target's turn in the initiative, which would be the most logical explanation. We're presented with these two options. A: If the compulsion occurs immediately upon manifesting the power, you run into problems such as an astropath compelling a teammate to attack a target. Then when it becomes the teammate's turn, he attacks again, this time of his own volition, essentially giving the team member two attacks at the sacrifice of a half action from the psyker. A character is allowed one attack per turn, and since the teammate would be attacking once on the astropath's turn and once on his own turn, this would technically be allowed. B: And when we think about the compulsion occuring during the enemy's turn, then that adds another facet of usefulness to the power. That means that not only can you make someone else do whatever you want, you also strip them of their next turn by making them act on their turn, not yours (in the case of the 1st argument). How have all of you handled this? Or am I just grossly missing something?
  8. I actually have some battlebarges statted up on my computer. However, I'm mon my phone right now. I'll look then over and post them here in a few hours when I get off work.
  9. Sorry but you're making space marines out to be a hell of a lot tougher than they really are. Yes, they're ridiculously tough and resilient, but no, they're not invincible. Give me an Explorator with experience equalling the starting experience of a deathwatch space marine and I'll give you a dead space marine. Explorators can get Unnatural Strength (how many times?), Unnatural Toughness, ridiculously high base scores in both of those stats, 24/7 power armor (Dragon Scale), badass weapons (omnissian axe 2d10+4, 6 pen or power fist 2d10 plus 1x unnatural strength and 9 pen). A good magos militant can kill a space marine in one hit. If you want space marines in your game, go for it. Just pay attention to balance and don't let other players feel left out because the space marine kills everything. Don't let anyone tell you what you can and cant do in your own game ::looks at Harkonnen:: An example of solving the problem: Have one or two big guys in the fight that the space marine knows he should focus on while the rogue trader career players focus on the smaller (not easy, just smaller) guys.
  10. IMHO, it would be a very bad idea to give players a Titan =P For one, it goes completely, absolutely, unargueably against fluff. The only possible way I ever see players obtaining a Titan is finding one that's been somehow inactive for a long, long time. But then there's the problem of running it. It is no simple thing, the running of a Titan. There are hundreds, if not more, of rituals that the Mechanicus Princeps, Moderatis and Tech-Priest must perform just to operate the machine god (going on fluff). That, and a Titan is the most powerful vehicle in the entire game, including all 5 tabletop series (DH/RT/DW/BC/OW) and excluding starships. The larger Titans can actually fire at and destroy void ships. This means that Titans are the equivelant of a planet-based void ship. This being said, my absolute dream is to play a game similar to Rogue Trader, but instead called Legio Titanica or something similiar, where all the players are the crew of the Titan, which would have a bunch of similarities (equipment and component-wise) to a void ship.
  11. fulcan said: "If the shot would hit a body location that is concealed behind cover, work out the Damage against the Armour Points of the cover instead, with any excess being applied to the target as normal" - Rogue Trader, pg 246 Your cover has 4 armor +You have 6 armor Your cover + your body is hit for 8 damage with 0 penetration Your cover absorbs 4 of the 8 damage. The excess is 4, which is applied to your armor of 6, nullifying the hit.
  12. Just throwing this out there, there are stats for the ghost helm in Navis Primer. Or Soul Reaver, I forget.
  13. By the Throne, what kinda of monstrosity could require an entire planet of battleship+ sized weaponry to defeat?
  14. Larkin and David B, thank you so much for your feedback, it is very helpful. As for Unholy, please read full posts before writing a response. As for the (obvious) answers to your questions: 1: I want to add it. What other purpose do I need. It doesn't penalize melee. You wont close into melee and be tired within seconds with my rule. Only extremely long and drawn out melee fights will tire you at, which is as it should be. There's no such thing as a sword fight that lasts for hours on end. 2: Tactics. You could fight the ork hand to hand, or just try your best to avoid his blows until he tires out. RAW, you just have to hope you kill him before he closes into melee. 3: To answer this question, I have to ask you to do something. Grab a 10 pound sword and go outside and start hacking at a tree. Done yet? How long did you last? That's called reality. I really don't appreciate that you think I'm "jamming GoT down my player's throats" when GoT itself is jamming reality down its viewers' throats. **** them for their common sense! Larkin I actually thought about the whole unpowered thing a couple hours after I posted and think it's a good idea. So my formula so far is: (([sB or AB]+TB)2+((UA or US) + UT)) - AP [if Unpowered]. After that many rounds of being engaged in melee combat, you begin suffering negative effects. SB: Strength Bonus AB: Agility Bonus TB: Toughness Bonus UA: Unnatural Agility US: Unnatural Strength UT: Unnatural Toughness AP: Armor Points A little extensive when read, but in use it's actually pretty simple, especially since it's a one-time thing (unless SB, TB or AB are increased). I went with [sB or AB] because if it's SB only, eldar are a little boned despite always being displayed as very capable melee combatants. So the higher of SB or AB should be used. Also, Larkin and David B, what is your opinion. Should the penalty give a level of fatigue or a cumulative -5 bonus to WS? I can't see someone passing out from a melee fight, but I can see their skill with the weapon they're using slowly degrade the longer they're engaged.
  15. Recently I was watching the Game of Thrones series. In particular, the episode where Bronn fights the Knight in the Eyrie (Not a spoiler). The tactic he uses made me want to create a mechanic to simulate that effect. Knowing he was out-armored and the audience didn't favor him, Bronn simply spent a couple minutes avoiding the knight's heavy swings. Eventually, the knight tired himself out and left himself open to Bronn's own attack. I'd like some sort of mechanic that would allow melee characters to eventually tire out, but it's hard to come up with something. I'd do something simple like this: After ((T*2) - Armor Points) rounds of melee combat, gain 1 fatigue per round. But that gimps Eldar, the kings of (swift) melee due to their not having Unnatural Toughness, as opposed to SMs and Orks. So I definitely won't be using it. Does anyone else have any ideas, or have a rule similar to this in their games? Note: I'm not looking for people to tell me they think this is a horrible idea and I'm stupid for pursuing it. If that's your opinion, please keep it to yourself.
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