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Fezzek

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Posts posted by Fezzek


  1. look up the stats on nemesis dreadknight armor.  uses set strength, constitution and dex.  75 for str and con and 30 I think for dex.

    size increased to enormous

    unnatural strength (X3)75

    unnatural constitution (X3)75

    dexterity 40

    marine uses the wounds of the centurion (100) if reduced to 0 so is the occupant. burn fate point to survive.

    essentially master-crafted force field (35) same as TDA

    AP 15 all is listed for dreadknight I would give 16-18 to centurion armor front and sides maybe 15 rear

    listed centurion armor weaponry

    must be level 8 (devastator/assault) to use and hero renown

    that's my 2 cents

     

    end of line


  2. I also have it reset every round.  although i dont make them wait until their initiative to reset their reaction.  that seems a little harsh,  plus its a reaction not a turn.  there are a couple of talents that allow an extra dodge and parry.  Tech-marines can be a pain since that $%^## servo-arm can be used as a reaction.  I did teach my player with the techmarine to save his reaction for a dodge though, hehehe.


  3. yeah it says you must also spend points on arming terminator armor, why doesnt it say that about artificer armor or regular power armor for that matter.  All 3 versions must be armed, unless you want to go around punching the heretek, the alien. . .  

    once my group gets up to that level i will allow them to sig. terminator armor.  However, using it all the time will cost them.   Terminator armor simply will not work in certain situations and would make completing the objective impossible.  Unless it were vital for the mission I would not put my assault marine in terminator armor, to slow, to big, to noisy.  Jump packs only make noise when you're using them.


  4. wow so not reading through 4 pages of sexist nonsens to see if anyone has pointed this out.  The part about all space marines are male is fluff.  It has no game mechanic whatsoever.  Impact on the game mechanics = nil.  So what is the problem?  If you want to go all out you could give -5 to Strength, + 5 to agility for female SM's.

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