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Andor2

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  1. Another point worthy of consideration is that the Imperium is so big, so old, and has such poor communications that it's entirely possible that the Deathwatch, or anything really is run in entirely different ways in different sectors. A lot of the fluff makes it perfectly clear that the customs of any given planet are likely as not to get you lynched or burnt on another.
  2. I know I've been gaming for a while, but when did I become a Legend?
  3. Well, I don't know if it's what he meant, but a batman in the british army sense was an officer's valet. Made sure his boots were shiny and his pistol was loaded. Could be fun actually, sort of like playing Planchet and the rest of the servants from the Three Musketeers or Kostas Matsugae from the Empire of Man books. Would definiitely be the skills and faceman sort of character with lots of intelligence and social aptitudes and almost none for combat. Doesn't really belong with a regular combat patrol of course, but maybe he spilled hot recaff in the Brigadiers lap?
  4. It is a core part of the new system, it really should have a spot on the sheet. I say, take one of the two Psychic Powers Columns. Heck, only one (highly volitile) career has power at all, and EVERYONE has aptitudes. Problem solved.
  5. While that is technically true, remember that this is an RPG group with friends. First, he shouldn't be eager to kill fellow PCs. Although off screen punishments like a months KP duty is fine. Secondly if he does kill PCs it should be for a **** good reason. Yes he can kill your comrade for having an untied bootlace ("But Sir! These are loafers!" *blam*) but unless he catches you summoning demons he shouldn't just kill PCs for the fun if it. Thirdly while he can auto-kill comrades, PCs still get to roll initiative. Fourthly if you do have a problem child who keeps killing PCs, getting waxed and then rolling a new Commisar tell him there are no more spare Commisars. There are only so many in the brigade and you've gone thorugh the junior offiicers. The Commisar Lord is too busy elsewhere and is not going to babysit an obviously troublesome unit. But he did send word back to Sector Command and they are sending out a special officer to investigate. Too bad his ship hit a Warpstorm. He should be there any decade now. Sometimes you need to metagame the table.
  6. I am, in no way, shape or form, a hardcore 40k loremaster. So take my 2¢ for what it's worth, which is about 2¢. Space Marines are supposed to be much stronger, faster, more perceptive, etc than normal humans. Right outside the bell curve, since they start with the best and then improve them. Then they get decades of dedicated and continuous training. Then they get the best gear the Imperium can produce which, this being the imperium, means loot from ancient and forgotten closets. All told Space Marines are and should be terrifying. They are not, however, even going to muss Supermans hair. Well, maybe a Librarian, but not for long. Indeed they are not even close to being as scary as the MI from Starship Troopers (the book, not that celluloid abortion of a movie.) But the MI's job, that is about the job they are supposed to do. If you have a big problem the Navy nukes it from orbit. If you have a normal problem the Imperial Guard buries it under men and ordinance. If you have a tricky problem that calls for dense, mobile, somewhat tough firepower you call the marines. Terror missions, assasination or high value strikes or retrival of somethng you can't afford to destroy. These are the Space Marines raison d'être. The stuff about 4 scouts with a broken stick and one hand tied behind their back defeating an entire planet? I don't buy it, or at least it wasn't done through military conquest. Now is a Bolter a Bolter? It shouldn't be. It really shouldn't. A Space Marine's size and strength alone mean he can use a much larger gun than a normal human. And since size corrosponds to strength, that larger weapon can withstand greater stresses. Therefore to not upgrade the SMs firepower while upsizing his weapon is to miss an extremely valuable opportunity. Even if the Bolter rounds are, for whatever reason, the same caliber, the SMs could be the equivalent of +P rounds. (+P rounds are the same size as an existing ammunition type, but use higher loands and/or different propellents to give much higher chamber pressures and thus velocity. You can fire normal ammunition through a +P gun without a hitch but try it the otherway around and you are risking an explosion.) A Space Marines bolter should probably be using the same rounds as a normal heavy bolter. *checks book* Okay, a Space Marine pistol doing more damage than an Imperial Guard Heavy Bolter? That's just stupid.
  7. This is almost like the equipment tables from Paranoia. *nostalgic sigh* A case of 10 geiger counters. They read consistently high, because they are radioactive. A case of 12 grapnel throwers and line. A case of 24 frag grenades. A crate of ice cream cones. A microwave oven. An archeotech dataslate full of ancient technical information and astronomical data that turns out to the the smallest and most powerful portable cogitator they have ever seen. On the back it is inscribed "To my first and most beloved son, Horus." A case of duck tape. A case of duck pate. A case of Mutant erotica. Reading it gives you 1d10 insanity points and the Chem-Geld talent. A harp. A set of best quality Stormtrooper carapace armour, camo patterned in eye-searing pink and safety orange. It gives a -30 to stealth or concealment checks.
  8. Emperor Castaigne said: The charge of a Daemon Weapon Hunting Lance would explode, and then gradually grow back at a time determined at GM discretion (faster in places where the Warp is strong). It can be used as a Club (still a Daemon Weapon) until the charge is back. That's the judgement I would make, based on the other "grenade on a stick weapon", the Anoxis Pattern Boarding Pike from DH: The Inquisitor's Handbook. Maybe include some extra warp shenanigans like rolling Psychic Phenomena centered on the point of impact. Such a bad idea.. Now I'm picturing some poor party of shmoes caught in a warp/chaos effect. GM: "Okay the warp twists and flows through each of you, but it empowers you too. Your most powerful weapons is now a part of you as a Slayer Limb." PC: "But … I was carrying the Atomic Breaching charge. Are you telling me I now a Melee use only atomic bomb?" GM: "Umm.. yes? Welcome to 40k and good luck with that. If it makes you feel any better the bomb will grow back so you can use it again." PC: "What about the rest of me?" GM: "How many fate points do you have?"
  9. There is some kind of odd school of thought that seems to think good RPing means you need to be mechanically ineffective. I don't think that's the meme here, after all you're already at enough of a disadvantage for making the mistake of being born a human in the 41st millenium. But even DH isn't Call of Cuthulu, you can hope to be good at your job and even achieve something of lasting value before falling to madness, or corruption or .75 caliber politics. And therefore mechanical effectiveness is a good thing. Yes, you can make a Psyker from a Feral world if you want, but I'll bet dollars to donuts that Voidborn are more popular. And that is because a 10 point difference in willpower can very easily be the difference between saving the day and accidentaly turning a city block into the bile pudding. If you had a real hankering to play a feral world Psyker no one is going to stop you, although give the occasionally TPK generating nature of Psyker failures your party may well try to suggest alternatives. Now a player coming into the game fresh has no natural preferences. He doesn't love Space Wolves, or hate Ultramarines and doesn't know a Commisar from an Arbites. And so without a roleplaying hook to hang his hat on he will instead try for mechanical effectiveness. And because most roles outside of "Follow orders and shoot stuff" require a bit of setting lore to do well you usually hand the new player the [strikethrough] fighter [/strikethrough] Guardsman. Or Assasin, but even that has a fair share of baggage. And there is no reason on earth not to hand him a Crimson Guard instead. Since the new player is setting agnostic he has no reason to prefer one flavor of guardsman over another. And frankly the Crimson Guard is simpler to explain than the normal Guardsman. You don't have to explain about ranks, alternate career paths or any of that. All his advances from now till ascension are listed on one page with no forking branches. The default guardsman has 3 parallel career paths. Now. This is NOT a bad thing. I'm not here to whinge about powercreep or how my duskworlder with a claymore is now obsolete. He isn't. And frankly none of the 40k lines are particularly fussed about balance to begin with. But for those who do care, the Crimson Guard is pretty much a straight improvement over the normal Guardsman. In fact he wouldn't be overly ashamed to hang out with a Rogue Traders crew. For a player without some REASON to choose otherwise, you'ld be a fool not to play one if you wanted a shooty character in the first place. I don't think I've heard any whineing about the Venator blade though. It's a nice knife. Who cares? Certainly not the Orks.
  10. Well It's true that Lathe Blasters replace a hand, but that's less of a penalty than it might be given that Crimson Guard can get Mechandendrites. I see nothing in the rules to suggest Integrated weapons have to be hand held, and quite a lot to suggest they don't need to be. Arm mounted, shoulder mounted and ballistic mechandendrite mounted all seem like perfectly viable options. We were joking that finally we can make General Grevious in 40k. There isn't even a suggestion that a Percussion Hammer is a Power Weapon in the book. And while I suppose you could slap a powerfield on it and then integrate it for even more stacking boni, our thought was you can amuse yourself with the listed throwing range and ferric lure. "Mjolnir, To me!"
  11. H.B.M.C. said: You can spend all your XP and never leave the table? You say that like it's a bad thing. No, not really. It wasn't a critisism, just an observation. Some people were complaining about it as if it were a Rank 1 advance chart. And it's not. Thinking of it in comparison to the rank 1 guardsman table is missing the point. That's all I meant. I quite like it, myself. As far as reasons not to take it go, if a new player came up to the table and wanted to play a guardsman for the same reason you give a new player a fighter in D&D, can you think of a single reason not to suggest Crimson Guards? Assuming no table specific reason exists, like an anti-mechanicus campaign or a Priest of the Pure Form cult in the party. Like I said, RP aside.
  12. Crimson Guard seems like a straight upgrade to the Guardsman. There is no reason, aside from RP, to not take it. As for his "Rank 1 Advance" chart, I did the numbers. With reasonable stat advances he can get to rank 8 without ever leaving it. It's not a starting package, it's an entire career. As for the Discordant, with apologies to whoever wrote it: That is a completely stupid idea. Not explanation is given, except it's clearly not psyker powers. *facepalm* No. Just no. 40k is an SF setting. A ridiculous one, but even so you need some kind of excuse to tell the laws of physics to go bugger themselves. Making them into some kind of weird psker varient, or xenos experiment, or even just leaving hints as to how or why they exist would have sufficed, but no. They just exist, for no reason, and can break Titans at will. Although I don't see how they could be PCs really, unless your campaign never left the starting planet. Even a madman wouldn't take one of those exercises in implausibility aboard a voidship.
  13. I disagree. I've never played TT OR read the novels. The bulk of my 40k knowledge comes from hanging out in game stores, old WD articles, the Wikis and the various Dawn of War games. I expect most Commisars to be of the asshat variety. I personally will be playing a sometimes funny, sometimes terrifying Commisar based loosely on Lt. Grueber from 'Allo 'Allo. I'm not planning on shooting any party members unless truly provoked. But he will be a fanatical psychotic by modern standards.
  14. Or you could use the "Conscript Legion drill" When a malfunction occurs the Heavy and his comrade gain a +2 bonus to their agility bonus for 3 rounds. "Gun jammed Corporal!" "Feets don't fail me now."
  15. I would be very leery of adding additional qualities into the game. And frankly given the broad nature of OW weapon training talents (SP covers everything from fully automatic rifles to matchlocks, Melee covers everything from knives to the power-chain-lajatang.) Unusual Layout seems really to be a bit of a stretch. Also if I were naming a ranged weapon trait "Close Combat" it would have some relationship to close combat such as "+5 to BS test within the 1st range increment" or "This basic weapon may be fired while in melee combat." And I'll note that in reality some weapons are strictly better than others. In the stricture of an RPG you want there to be some give and take, otherwise gamers will whine that weapon B sucks and no one would choose it and why is it even in the book? You've been gaming for 20 years, search your feelings, you know this to be true.
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