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Orthus

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Everything posted by Orthus

  1. Just had word from my FLGS that Tome of Fate is on the release list for next week here in the UK. The manager did comment that Esdevium does limited the total number of releases at a time, it's just typical that the one we're interested in missed out
  2. Replies to some random rules questions - questions/answers edited for brevity/readability. Came with the comment "we'll hit them in the next Errata as well (note that it's possible they may be slightly different there though, as we group-think on the Errata)". so correct unless they aren't : Lightning Claws, p163: 1.) The description states "can be used by Legionairres and Humans" but they lack . Can they be used with the Legion Weapon Training talent? 1a.) Are they easier to obtain with the Ancient Warrior talent (p118)? ------- > Both can use them, yes. Yes, that Talent would cover them. Technically 1a is correct, but we'll errata the heading for Lighting Claw to add "(Human and Legion)" to it. Ballistic mechadendrite, p190: 2.) States 'may attack as a Reaction'. The DarkHeresy errata includes the option to use it as a half action (same as servo arm & manipulator mechadendrite). I assume that this errata also covers the BC version? ------- > Yes. The "may attack as a Reaction" is in addition to using it as a regular attack. 3.) The description mentions the Compact upgrade, which isn't in the Weapon Upgrades section (p169). Should we use the Compact Upgrade from Rogue Trader or ignore this reference? --------- > If your group is ok with it, then yes use the RT Compact rules. Otherwise, just ignore. [Compact upgrade also in DH but RT version is a little more detailed: p133 - half wieght, half clip, half range -1 dmg, conceal bonus] 5a.) As cybernetic weapons can be used to make a Standard Attack, are you allowed to use any of these weapons with the two-weapon wielder talent(s) e.g. chainsword and servo-arm, or manipulator mechadendrite & balistic mechadendrite? 5b.) Would attacks with cyber weapons count as off-hand or main hand attacks if you didn't also have ambidextrous? --------- > Hmmmm… I'd say yes here. I would say they would be off-hand. 6a.) Can all cybernetics only be used to make standard attacks, including the Ballistic Mechadendrite, which should be capable of semi-auto/full-auto fire? 6b.) Does this restriction apply when they are used as a reaction (it isn't explicitly stated)? ---------- > I'm not seeing where a Ballistic Mech can only be used to make a Standard Attack, and cannot be fired in semi-auto. It's down for melee mechadendrites, as otherwise you could do things like Lightning Attack with them and that wasn't how we envisioned it. 7.) If the Multiple Arms trait plus Two-weapon Wielder Talent allows you to make additional attacks due to extra limbs, do cybernetic limbs like servo arms & manipulator mechadendrites count? ------- > Again, not how we envisioned them, but if your group and GM is ok with it then feel free to work them differently. 9a.) Do multiple bonuses stack from taking multiple copies of the same cyberware? 9b.) Do the bonuses from cybernetics stack with all other bonuses? 9c.) The utility mechadendrite specifically states it counts as a combi-tool. Does this mean it doesn't stack with the bonus from using a combi-tool? 9d.) Does the bonus to toxins gained from the Mechanicus Implants trait Respirator Unit (p144) stack with the Bionic Respitory System, Respitory Implant or Respirator clothing? --------- > Nope, same one's won't stack but different ones would. No on stacking utility with combi-tool. The various respirator aids will stack, as long as an item doesn't say it "duplicates the effect" or "counts as" another item (like Respirator Implant and Respirator). Multiple Arms trait, p141 10a.) States "for each pair of arms…it may make an additional attack". So a genestealer with 4 arms gets +2 attacks? 10b.) Assuming it has two-weapon wielder (melee), this means a genestealer can make 4 attacks a round; 2 unarmed attacks with it's 'main' arms, then 2 extra attacks with the extra arms? 10c.) Each of which, per the errata, could be lightning attacks? 10d.) Do the extra attacks gained count as part of the half-action Standard/Swift/Lightning Attack action or as a separate untyped half-action? --------- > Yes, X/2 = additional attacks. Yes. Yes. The former. 11.)Generally throughout the rules you round up when dividing. Does this apply to multiple arms e.g. if i have multiple arm (3) do you get 1 additional attack or 2? -------- > Generally, you round up. Here though, the wording has it that for every pair of arms (meaning a full pair) you get the extra attack, so essentially you are rounding down. Hopefully we always do extra arms in even numbers, but this is Chaos after all! 12.) How do hit locations and multiple hits work when the target has extra limbs - do we need new tables or can only the 'primary' limbs be hit? -------- > Technically you should track each limb as a separate location, so if Arms are hit, you could randomize which one was hit and track its status. This could get cumbersome, so only tracking the primary limbs might be preferable. [not really a definitive answer] For clarities sake Multiple arms appears to work like this: Multiple Arms (3) - gain +10 to climbing/swimming, gain 1 extra attack (3/2, round down) Multiple Arms (4) - also gain 1 extra attack, 2 total (4/2) Multiple Arms (5) - no benefit (5/2, round down), 2 extra attacks total Multiple Arms (6) - also gain 1 extra attack, 3 total (6/2) -------- > Yes, that's my read as well. Additional Limb, Slaanesh (p291): 13a.) If the Additional Limb is lithe and dextrous enough to be better at unarmed attacks, and you can choose for it to have a hand at the end, why does it not gain the +10 WS with weapons held in that hand? --------- > It's just not how we envisioned that Gift, sorry. It may be a hand, but attacks with it are unarmed meaning no weapons. Additional Limb gift (p290): 14a.) If you can choose to have a "claw or other appendage", should it still count as a regular unarmed attack and not gain the natural weapon trait? --------- > The former. You would need the natural weapon trait as well for the latter. Tail gift (p297): 15.) Can tails make swift/lightning attacks? 15a.) In the case of a Tzeentch tail holding a gun can it make semi/full-auto attacks? 15b.) Do you need the Two-weapon Wielder talent to gain the extra attack with a tail, similar to how Multiple Arms works? 15c.) Assuming it counts as an extra, separate attack, can you use the tail attack after you charge (which limits you to a single melee attack, preventing two-weapon wielder but possibly not other additional attacks like tail or Reaction attacks from a servo-arm)? 15d.) For clarity's sake, does the extra attack count as an untyped Free action or as part of any Attack action? -------- > Yes. Yes. Yes. Using your Tail would count an extra attack, so you could use it for your Charge attack, but not in addition to another attack. unnatural characteristics - 17.) do these apply to all new limb/tails e.g. a chaos marine tail would get the +4 Strength to damage? -------- > Yes, these apply to any situations where that characteristic would be used. Errata, p6, last question "starting talents" - Confusingly worded. I think it means only talents bought with xp have to meet the prerequisites, and as such should be clarified to read: q: When creating a Heretek can the player select the Armour Monger Talent or the Weapon-Tech Talent without meeting the prerequisites e.g. Trade (Armourer) or Tech Use +10? a: Yes, you do not need to meet the prerequisites for talents chosen from your race or archetype list. However, you must meet all prerequisites for every advance bought with experience points, even if that advance was an option from your race or archetype list that you did not choose. For example, if the Heretech chooses Armourmonger from his archetype list he does not have to meet the prerequisites of Int 35 or Trade(armourer) (he already has Tech Use). If he also wanted Weapon-Tech, he would have to purchase it with experience and he would have to meet all the prerequisites (Tech-use +10, Int 40)." -------- > Nice wording and yes we'll adopt it in in the next iteration on the Errata, thanks!
  3. Deathwatch p160 under AP adds "Any armour that provides 7 or more APs (including Astartes power armour) inflicts a -30% penalty on the wearer's Concealment and Silent Move Tests." The size tables in Deathwatch (p134) & RT(p367) also includes the -10 to Concealment for having Hulking size, which the black carapace rules don't appear to cover (which is a separate argument I know, so I will ignore Black Carapace for this post). So potentially you'd be at -30 for Silent Move & -40 for Concealment in AP 7+ armour. However, Black Crusade only has the combined Sneak skill, so the penalty for hulking under the size table(p142) applies to Sneak. You'd probably want to house rule this if you feel the penalty should apply only to hiding. Playing Deathwatch, we stuck to -30 to either skill for simplicity. For missions where stealth was a factor, a cameoline cloak (+20 to Concealment) and a stummer or two (zone of complete silence) generally got us through with little problem. Only for the mission where being caught basically equalled death did I switch to the Deathwatch Scout Armour (rites of battle) which, while partially AP 7, does state in it's description that it allows for natural stealthiness (or words to that effect) which we took to mean it ignored the standard penalty otherwise why would anyone ever wear it over power armour?
  4. For Black Crusade specifically, the Power Armour section on p175 only states that you become Hulking, there is no specific mention of stealth penalties there (unlike, say, Deathwatch). Refering to Table 4-8: Size on p142, Hulking gives you -10 to Stealth. I've not found any further rules in Black Crusade. There are no extra stealth rules in the Armour section, nor under the Stealth skill (except GM decided penalties) or in Playing the Game, as far as I can see. There may be another hidden sidebar somewhere mentioning the old rules (like -30 to stealth for powered/AP 7+ armour), but I've not found it yet.
  5. Hahahaha - best typo so far! And it's not just tropical fruit, don't forget the mighty CaraPearce armour and the dreaded ampuPotator shells
  6. Cifer said: Further, Two-weapon-wielding is explicitly restricted to pistol-type weapons. Two-Weapon Fighting rules p243 to 244 - "The character may use any melee weapons or ranged weapons that can reasonably used in one hand." The Gunslinger and Sidearm talents specifically mention pistols, this may have caused the confusion. Not sure how I missed the lack of Flame weapon training, that does make it look more like a rules change than an oversight. Legion Weapons Training does mention the Flame category, but thats probably more of a completionist thing than an error per se (as they wouldn't need training in weapons you can use untrained). To derail my topic further, I also note that there is however weapon training Throwing. Apparently, taking Weapon Training: Throwing gives you access to Throwing Pistol, Throwing Basic, Throwing Heavy, Throwing Melee and of course Throwing Throwing. I think its clear that it should be Weapon Training: Thrown, and that Throwing should be removed from the list of weapon classes. unless I've missed something and bolt/chain/etc. thrown weapons will soon become available!
  7. Most power armour in Black Crusade is looted from the dead or patched together from multiple suits, and as such they just aren't as complete as the well-cared suits in Deathwatch. One of the sub-systems you can choose is a Sustainable Power Source, meaning the armour doesn't need recharging ever. I would presume that, as power supply isn't mentioned in Deathwatch, all 'modern' space marines have the sustainable power source by default.
  8. While re-reading the gifts and rewards chapter, I noticed that both Projectile Attack (p296) and Flaming Arm (p303) don't list any craftsmanship and have the Spray quality. Which means, per the Spray rules on p151, that potentially your magical flaming arm or your breath attack can jam if you roll a 9 on damage. You then need to make a BS test to unjam your arm-mouth or mouth. Which is a bit odd. So, is this an oversight and organic weapons don't jam, or perhaps some kind of Infamy test would make more sense to please the gods and allow you to use your arm or mouth again. In which case, if you keep failing to clear your jammed Projectile Attack, should you start choking to death as your mouth is unavailable? I'd say yes as I find it particularly amusing Projectile Attack also has the smoke quality, which states quite clearly on p151 "Rather than inflicting damage these weapons through up dense clouds of smoke." So if the potential of choking to death on your own maggot-vomit or warp flames isn't funny enough, your breath weapon is apparently harmless! So do you think we should errata the smoke entry, or remove the keyword from Projectile Attack? Actually, speaking of spray attacks, I assumed that, like the flame rules from Deathwatch, if you don't have the appropriate weapon training the target gets +20 to the Agility check. Can't find it covered under spray, flame, combat, weapon talents or anywhere. Have I missed it or is this another errata opportunity? Also, I don't think it explicitly states that Projectile Attack or Flaming Arm count as a natural weapon, so it could be argued (by a particularly cruel gm) that the player would need to by an exotic weapon proficiency or suffer the above mentioned 'penalty'. On a related topic, if you get a flesh-fused ranged weapon (p302), can you choose what ammo type you create? Should it be the same as the type that was in the weapon at the time, in which case if you had a fire-selector with 3 ammo types can you pick and choose? Or once a clip is used should it be replaced with standard ammo? Can you upgrade the weapon (probably via some kind of long bloody ritual)? If it's a las-gun is there any reason you can't overload it every time as the gun never jams per the craftsmanship rules? Also, as the weapon is now your arm/hand, does that make it eligible for two-weapon fighting? You wouldn't be able to use Gunslinger or Sidearm, but the idea a chaos marine can potentially have twin lascannons with an unlimited ammo supply is pretty awesome. Or very wrong.
  9. Charge on the Combat Actions table, p236, gives you a +20 bonus to WS which isn't in the Charge description. Presumably this stacks with the bonus to WS from Standard or All-Out Attack, making it +30 & +50 total respectively. Or should it be ignored? On the same table, you have the Guarded Attack action as a Full action, whereas the description of Guarded Action (which is presumably the same thing) lists it as a Half action. Cameoline Cloak p179 gives a bonus to Concealment tests. This should be Stealth tests with a note saying "bonus only applies when trying to coneal yourself". In reference to an earlier comment in this thread - the description of Legion Power Armour specifically says that "unless have undergone modification, non-legion ranged weapons cannot be used", so Force swords and such arent' a problem. Admittedly using a non-legion melee weapon may make it look a bit small in a CSMs hands, but hey, a marine never cares about looking a bit silly, do they? Couple more comedy errors - on page 76 (advances by alignment) and p93 (Skill List) there is an amazing new skill that allows you to shrink your body, called Slight of Hand, but I can't see a skill to make them bigger again! The Skill description and character sheet correctly have it as Sleight of Hand. Thanks to the combat example after Zealous hatred p242, i will always be using a LasPistol - 21d10 damage! Kazap! The description of Power Armour in the Armoury doesn't mention any stealth penalties so I was hoping for super-sneaky marine, but unfortunately found the stealth modifiers on the Size chart (p142). Not technically an errata but it would have been helpful if either the armour or stealth skill section mentioned these penalties as I only found them accidentally looking for something else. Touched By the Fates p143 - Should probably be renamed Touched by Infamy and the Fate Points changed to Infamy points with appropriate rules changes.
  10. [Yes some people don't read the rules and others just skim them, including GMs. In my opinion the GM should know the rules very well, with the flexibility to improvise when necessary. Personally I like to read up on the rules, especially in games like Deathwatch that is relatively complex. Even then I don't know every rule 100% and don't expect the GM to either. Hopefully between us we can muddle through and locate any rules we're unsure of with a minimum of time wasted. On the other hand, I don't expect every player to read the entire rules. Some players I know aren't interested in the mechanics and just want to roleplay. Others don't have a copy of the rules. As such, they can only pick up the rules as they come up and refer to the GMs knowledge. If you aren't willing to master the rules, you can't really be a games master.
  11. I asked exactly that question (and also about it's half range) and was told officially that the stats were accurate. Go figure!
  12. Space Marines are also trained in Intimidate, which isn't marked on the character sheet either.
  13. Here are official replies to my assorted questions (original thread can be found here). I've tided up questions and answers to make everything clearer: Q: Core rulebook exotic weapons weren't included in Errata 1.1, have they changed? A: "For the meantime the exotic weapon rules from the Corebook are the ones that should be used." Q: Described as more damaging but has the same damage as regular melta & Infernus Pistol. Should it actually be +16 to keep it in line with the Infernus Pistol? Also description states fine workmanship, but no craftsmanship level listed. Is this just fluff? A: "The damage for the Conflagration Meltagun should be 2d10+16E. The fine workmanship in the description is not indicative of the weapon's base Craftsmanship, it is just flavour text." Q: Armour History - Bring Death From Afar: Does this mean that a Heavy weapon (as it now counts as a basic weapon) never suffers any penalties when moving and firing on semi/full auto? A: "it allows a wielder of a Heavy Weapon to move but still take the standard penalty for moving, while a wielders of Basic and Pistol class weapons get no penalty at all." Q: Along with the Suspensor, Bring Death From Afar removes penalties for moving and firing. Does this mean you still get the bonuses for semi/full auto or not? A: "With just the Suspensor you do not get the bonus when moving and firing, however if you have both the Suspensor and Bring Death from afar you can move and get the auto-fire bonus." Q: The Astartes Plasma cannon's description states it only uses backpack ammo supply, so should it's clip size be 100 (as per Backpack Ammo Supply rules)? A: "Yes, the Plasma Cannon's clip size is 100 rounds since it uses the Backpack Ammo Supply." Q: Astartes Cyclone Missile Launcher - Description says it uses twin racks of ammo. With a clip size of 12, does it take 2x6 missiles or 2x12? A: "The clip size of 12 represents the full capacity of the Cyclone Missile Launcher (both racks), so 2x6." Q: Astartes Missile Launcher (Soundstrike) - Description states "auto-loader rapidly refills...allowing the Battle-Brother to fire the missiles of his choice". If the missile rack has multiple missile types, does this mean the marine can pick a specific type when it reloads or does it have to be pre-set? A: "Each time you reload the Missile Launcher (every shot) you can choose what type of missile you want freely (from the missiles you have in your possession)." Q: Astartes Sniper Rifle - How noisy are the "laser propelled crystallised toxin slivers" it fires? Should it be silent or at least have a reduced awareness as per other stealth weapons? A: "As written the Astartes Sniper Rifle has no bonus against detection. It is up to the GM if he wants to include rules to make it more stealthy." Q: Hesh Pattern Bolter - Is this really half the range, -2 damage and only Reliable (as opposed to never jams) compared to a regular Master-Crafted Bolter just to gain the Accurate Quality? A: "Yes, the statistics written for the weapons are accurate." Q: Guardian Bolt Pistol - Does "finely made" in the description actually mean Master Craftsmanship? A: "Yes, the Guardian Bolt Pistol is a Master Craftsmanship weapon in the same way as the Hesh-Pattern Bolter." Q: Weapon Upgrades - Do the requisition costs for these get added before or after the Craftsmanship multiplier? A: "[weapon upgrades] have their own independent Craftmanship from the weapon they are attached to." Q: Fire Selector - Presumably you get 2 free clips along with the Fire Selector? Is that weight part of the Fire Selectors weight or additional (assuming encumberence ever becomes a problem)? A: "The additional +1 weight from the fire selector is all you should really worry about with that." Q: Heavy Bolter - Is there anything stopping you taking out the backpack ammo supply and putting in a regular clip & vice versa, like some kind of complicated attachment mechanism or the fact you'd have the ammo loader tube flapping around? Should it take longer to "reload" between a backpack and normal clip? A: "You can take out the backpack ammo supply and use clips instead, it is up to the GM how long this takes. Your marine would likely have a way to secure the ammo belt to stop it flapping around. Also, there is no reliable strap/hook for a heavy weapon. However, a marine can hold it in one hand temporarily (but not fire it) and set it down as needed."
  14. Here are the official replies in summary: Core rulebook exotic weapons - "For the meantime the exotic weapon rules from the Corebook are the ones that should be used." Conflagration Meltagun - "The damage for the Conflagration Meltagun should be 2d10+16E. The fine workmanship in the description is not indicative of the weapon's base Craftsmanship, it is just flavour text. Armour History; Bring Death From Afar - "it allows a wielder of a Heavy Weapon to move but still take the standard penalty for moving, while a wielders of Basic and Pistol class weapons get no penalty at all." Suspensor - "With just the Suspensor you do not get the bonus when moving and firing, however if you have both the Suspensor and Bring Death from afar you can move and get the auto-fire bonus." Astartes Plasma cannon -"Yes, the Plasma Cannon's clip size is 100 rounds since it uses the Backpack Ammo Supply." Recharging Las Weapons - "It is up to the GM to decide based on the situation. (same goes for hooking it up to a power source, GM's call)" Astartes Cyclone Missile Launcher - "The clip size of 12 represents the full capacity of the Cyclone Missile Launcher (both racks), so 2x6." Astartes Missile Launcher (Soundstrike) - "Each time you reload the Missile Launcher (every shot) you can choose what type of missile you want freely (from the missiles you have in your possession)." Astartes Sniper Rifle - "As written the Astartes Sniper Rifle has no bonus against detection. It is up to the GM if he wants to include rules to make it more stealthy." Hesh Pattern Bolter - "Yes, the statistics written for the weapons are accurate." Guardian Bolt Pistol - "Yes, the Guardian Bolt Pistol is a Master Craftsmanship weapon in the same way as the Hesh-Pattern Bolter." Weapon Upgrades - "...have their own independent Craftmanship from the weapon they are attached to." Fire Selector - "The additional +1 weight from the fire selector is all you should really worry about with that." Heavy Bolter - "You can take out the backpack ammo supply and use clips instead, it is up to the GM how long this takes. Your marine would likely have a way to secure the ammo belt to stop it flapping around. Also, there is no reliable strap/hook for a heavy weapon. However, a marine can hold it in one hand temporarily (but not fire it) and set it down as needed." Storm Bolter - "Something as specific as using Bolter ammunition for a Storm Bolter is up to the discretion of individual GMs."
  15. Regular ammo has no requisition cost, so your players can take as many clips as you deem "reasonable" - I'd say the number of clips they are likely to need depends entirely on the length and type of mission they'll be doing. More importantly to me, where do they keep all these extra clips? The models themselves never appear to carry ammo, although a few have a long pouch that might fit 1 extra clip. The backpack provides power, life-support etc. and isn't actually for storage. Judging by the models and artwork, 1 clip of regular bolter ammo is almost as long as the upper leg of the power armour, so you could maybe fit 3 on each upper leg with a squeeze, then perhaps 2 on the chest and 2 on the back that would still be in easy reach for reloading. So 8 slots total, maybe 2 pistol bolter clips per slot. However you'd want at least one slot for the bolt pistol itself, maybe one for the combat knife. The forearms might be able to fit one slot comfortably, although probably only for a knife or bolt pistol ammo. I do prefer to have Space Marines as cinematic types who don't need to bother about ammo, so the easiest thing is to assume they cache their extra gear before a fight, or have some poor recruit running around after them with huge bags of clips
  16. I've been looking over the various gear after the last errata and come up with a list of questions and clarifications. I did search for some of them on the forum but with this many questions I ran out of patience (and didn't find anythign for those I did check). I should state that I'm not well read on 40K so most of the questions are based on what the rules say with a pinch of common sense. In no particular order we have: Core rulebook exotic weapons weren't included in Errata 1.1, have they changed? (question for the creators really) Conflagration Meltagun: Described as more damaging but has the same damage as regular melta & Infernus Pistol. Should it actually be +16 to keep it in line with the Infernus Pistol? Also description states fine workmanship, but no craftsmanship level listed. Is this just fluff? Armour History - Bring Death From Afar: Does this mean that a Heavy weapon (as it counts as a basic weapon) never suffers any penalties when moving and firing on semi/full auto, or (as I believe it should be interpreted) it allows a heavy weapon weilder to move but take the standard penalty that a basic weapon would without this ability? Also, along with the Suspensor, it removes penalties for moving and firing. Does this mean you still get the bonuses for semi/full auto or not (i'd vote not)? If you have Bring Death From Afar & a Suspensor should you be allowed to move and auto-fire with the regular bonus? Astartes Plasma cannon: Description states only uses backpack ammo supply, so should it's clip size be 100 (as per Backpack Ammo Supply rules)? Las Weapons: In case it becomes important, how long does it take to recharge a powerpack from an outlet or fire, either in total or for each shot? Can a Las weapon be rigged to fire directly from a power source (Tech-Use with penalty?), and what kind of recharge would it have(guess it depends on teh powersource)? Astartes Cyclone Missile Launcher: Description says it uses twin racks of ammo. With a clip size of 12, does it take 2x6 missiles or 2x12? Astartes Missile Launcher (Soundstrike): Description states "auto-loader rapidly refills...allowing the Battle-Brother to fire the missiles of his choice". If the missile rack has multiple missile types, does this mean the marine can pick a specific type when it reloads or does it have to be pre-set e.g. frag/krak alternating? Astartes Sniper Rifle: How noisy are the "laser propelled crystallised toxin slivers" it fires? Should it be silent or at least have a reduced awareness as per other stealth weapons? Hesh Pattern Bolter: Is this really half the range, -2 damage and only Reliable (as opposed to never jams) compared to a regular Master-Crafted Bolter just to gain the Accurate Quality? Guardian Bolt Pistol: Does "finely made" in the description actually mean Master Craftsmanship as its stats are very similar to the Hesh Pattern Bolter? Otherwise can it be made at a higher craftsmanship? Weapon Upgrades: Do the requisition costs for these get added before or after the Craftsmanship multiplier (i.e. are they also Exceptional/Master Crafted)? Fire Selector: As standard ammo is free, presumably you get 2 free clips along with the Fire Selector? Is that weight part of the Fire Selectors weight or additional (assuming encumberence ever becomes a problem)? Heavy Bolter: Is there anything stopping you taking out the backpack ammo supply and putting in a regular clip & vice versa, like some kind of complicated attachment mechanism or the fact you'd have the ammo loader tube flapping around? Should it take longer to "reload" between a backpack and normal clip? Power Fields: Description as RAW states it only has a chance to break opponents weapon if you successfully parry with that weapon. Is it assumed that an enemy who attempts to parry is blocking the arm or guard rather than the power field or if an enemy who parries your Power Field weapon give the same chance to break? If not, whats the point of having both the Power Field and Unweildy traits? Breaching Augur: How big is the harness mount? Would it interfer with having a backpack ammo supply or a jump pack? Bulkhead Shears: Description states that they are "forced apart by heavy-duty hydraulic systems". This implies to me that the hydraulics are doing the work rather than the Space Marine, and as such they shouldn't be allowed to add their strength bonus. (Not that I am in any way attempting to curtail the FleshTearer Assault Marine from his ridiculous 4d10 keep the best two and add 13+14=27 for his base 60str +armour bonuses) Storm Bolter: As you get 60 rounds per requisition spent, any squad-member using a regular bolter could give their req to the one taking the storm bolter and create 2 bolter clips of ammo for the same req (as standard ammo is freely available, i assume empty clips are too. Worst comes to worse you take the standard ammo out). Is there any particular reason within the 40K setting that would stop a Space Marine doing this (as opposed to annoying the GM by trying to get around requisition cost)? Phew! Sorry 'bout the length, feel free to break some of these down into more easily read threads if necessary!
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