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technomarkus

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  1. NGL said: No... a standard attack like smacking someone in the face with the servo-arm. If you want to attach a chainsword to your servo-arm, Omnissiah knows why, it would require the machinator array talent which states it allows you to attach a single pistol or closecombat weapon to any servo-arm/harness you have. Use of the weapon still requires the techmarine have the proper talent. Prior to this talent or a servo harness the only attack you have is a melee swing with the arm itself. You guys are arguing in circles and not proving anything, I am out.
  2. Siranui said: A tube of glue isn't going to add several AP to anything now, is it? I think the fact that you're relying entirely on manipulating the specific wording from a piece of equipment from *another game* to be a pretty well considered argument. RAI>RAW to my mind. I don't see many minis with Tech-marines cowering behind jerry-built ballistic shields, either... Hmmm Lets see glue that can take broken 9AP power armor to fixed power armor? Yeah I think its going to add AP. If its anything like the apoxy I have used it would make a leaf strong as steel in 4 min. And that is with todays tech. And Roghe trader deathwatch dark heresy all work in the same system and are designed to work together. The naval shield is from Dark Heresy. There are even rules to determine what the requisition is. You guys keep coming up with biased negative coments because you are afraid a player might benefit to much from a shield. But the fact is, it is possible, and a genius idea. And since I am playing a genius character I think its pretty fitting. Besides if a GM wants me not to have it he can disarm me, destroy the shield, have me attacked from all sides, or a million other possible things to render the shield situational at best. I will admit that creative players need a creative GM, but for us the ame is a way to be creative and have fun trying to survive in a world where survival is not very likely even for the best of the best.
  3. Siranui said: But by your logic, given ten minutes and some wriggly tin that 'common' shield becomes better than the 'rare' and special Astartes shield. The idea of reinforcing cover involves several extra feet of sandbags/logs/scrap metal: Not very portable upgrades. The idea of bolting sandbags to a shield and claiming that the class ability and Evaluate makes the shield better merely because it states that it 'provides cover' is not something that I'd personally ever let fly. Mainly because it goes against the obvious intention of the rule, and completely relies on the specific wording on a piece of equipment that's written for a different game. Where do you get sand bags from? That is your low tech idea not mine. We are all given armor repair glue, I would say that is a good start to reinforcing anything. Also Storm shields have force fields that simply negate hits a certain percentage of the time, and cover your whole body, cover does not, and cover is diminished with each shot it takes (that does more than its AP value) I dont think you have really considered your arguments.
  4. NGL said: No... a standard attack like smacking someone in the face with the servo-arm. If you want to attach a chainsword to your servo-arm, Omnissiah knows why, it would require the machinator array talent which states it allows you to attach a single pistol or closecombat weapon to any servo-arm/harness you have. Use of the weapon still requires the techmarine have the proper talent. Prior to this talent or a servo harness the only attack you have is a melee swing with the arm itself. Mm no. there is no reason why the servo arm cannot pick up a weapon and hit you with it. Yes the servo harness lets you add additional weapons and tools. but to begin with there is no reason why you cant just hit someone with a club/sword/melee weapon using the servo arm. Again. you guys are trying to use real world logic in a world with robots and demons. If a demon can appear out of thin air and attack me then I sure as hell can use a robotic arm to wield a sword to hit it .
  5. N0-1_H3r3 said: technomarkus said: Well first its my class power so I should be allowed to use it. 2nd the navy shield from inquisition says that it provides cover. My power is to improve cover, I dont see the problem. Not only that but I can use evaluate to figure out how best to use the cover and get the highest bonus possible. The important word there, repeated multiple times, is cover. Not armour, cover. Personally, I regard a shield as armour, irrespective of the specific mechanics of that shield's protection. Fundamentally, a specially-designed shield made for use by Space Marines is a piece of wargear, a sacred tool of the Adeptus Astartes. Riveting some sheet metal to the top just because you think it'll make it stronger is more than a little blasphemous. Speaking as a GM, cover is terrain, something separate from the character and his trappings that provides a degree of protection from enemy attack. The Improve Cover ability is there to allow the Techmarine to fortify and reinforce static defences - barricades, buildings and the like - through his knowledge of ballistics and weapon dynamics and how best to counter those things. It's less "bolt this bit of corrugated iron to that car door" and more "this wall needs to be reinforced in these places, and provides the most effective defence to individuals in these locations". Same with the Siegecraft ability that Imperial Fists have. Right but we are not talking about some sacred artifact. we are talking about Naval shields that have a specific 2ndary use to weld onto the hull in case of a hull breech. And the rules for that shield say that they offer cover OR can be used to parry. Honestly if you were expecting to go into combat, and in the past have faced the same threat and almost died because of the damge you took, why would you not carry in stronger defense? like a shield? The shields that already exist specifically for Spacemarines are far more powerful...but also very rare. Where as naval shields are common on ships.
  6. kriss_667 said: No, there is no rule that states that thing cannot have 0 AP. Everything can have AP(or it should, cause it says bout its durability), but something can be so frillage that we take it as providing no change. If it has 0 AP it still has AP which i can improve. If you do not have any apples amount of apples you posses is equal to 0. But if you buy 4 apples your amount of apples is equal to 4. I use creativity to find unusual ways of using things. I am thinking outside of a box. So for me evaluated and improved cardboard or leaf if legit. Yup you convinced me. In fact now that I think about it, I gave an example in a different section about how if you were in a desert you could still make cover by using a flamer on the sand to create glass (thick unpolished glass) and then reinforce it with your armor repair kit. SO I suppose you could use the same theory to improve whatever vegetation you were planning on using as cover. the problem would be to find enough material in a short time span that would make enough cover to hide your whole body behind. The settings we play in, generally have more scrap iron than vegetation, as we tend to go in and solve problems after the standard troops have failed. But I concede the argument.
  7. 0 Ap is the same as saying no AP. So you cannot improve it.
  8. Cujo999 said: 3.Attack with it[Reaction/Standard Attack Action] So a standard attack like say, throwing a grenade or using a chainsword?
  9. Do you know what outside the box thinking means? It means using creativity in finding unusual ways to use things. that means going outside the boundaries of logic. While it is true in Deathwatch the art of servo arms appears to be giant pincer arms, I have also seen other versions that give them more mobility. You are complaining about the realism of very small elements in a game with aliens and robots.......chill out. Edit: I would add that while you are thinking about the servo arms with todays tech, I am sure 40 000 years from now the tech will be able to do things you would not expect. Hell I could use my armatron to turn pages in a book and play pick up sticks....
  10. Remember you do not "forfeit" your reaction, you simply cannot block or dodge. But you could use a servo arm to attack.
  11. If a bloodthirster is played properly, it would still be a challenge. All classes are combat classes in Deathwatch. we are all Space marines first. I concede that it does say that you can attach it to a servo harness, however, it also says you can add it as cybernetics. Where I to add it to my hand I would in fact be doing MORE damage than with the servo arm as my strength bonus is 6 X 2 +2 (14) before any upgrades have been taken which for a techmarine start at 200. So the potential for damage is greater as a cybernetic implant. I chose not to do it that way because my character has a roll-playing story as to why he wanted to keep his arms flesh, while the rest of him is machine (more or less) As a rule that character does not even enter melee as he uses the sound strike missile launcher as his main weapon. (4d10+6 blast 1 for krak missiles.) Lastly there is nothing that says servo arms cannot use melee weapons, throw grenades, or otherwise be used as normal arms. They are there to help manipulate and fix things, in fact you get a negative to use your normal hands when using the tech use skill with your armored hands and not with the servo arms. You have to look at the whole picture and remember that space marines are all genius level IQ and genetically superior to everyone else. They are the best of the best. And would use everything available to aid them in destroying xeno scum. Even with all our strength and outside the box thinking 1 Tyranid tyrant took us all out.
  12. Well usually i grab scrap metal that has been laying around, or a door or logs cars etc... but I thought it would be cooler for the character concept to actually use a shield. The servo arms could just cary a vehicle around if I really wanted, but it would get in the way of other activities, and would limit the use of servo arms. Also leaves and cardboard do not provide any cover. you need at least one point of cover to be able to improve it. If you were being sarcastic, well enjoy your negative little world.
  13. Well first its my class power so I should be allowed to use it. 2nd the navy shield from inquisition says that it provides cover. My power is to improve cover, I dont see the problem. Not only that but I can use evaluate to figure out how best to use the cover and get the highest bonus possible. From our perspective, it is the job of the player to make the best character he can following his own character concept within the provided rules to be as powerful as he can be, provided he is acting within the theme of his character. It is the GMs job to work with the characters he has and to make sure that everything is challenging and not impossible, or if it is impossible to give the characters an option to leave (though we almost never take it). Outside the box thinking that allows for ridiculous damage/defense is rewarded not frowned upon.
  14. yes as long as they are in range of your attacks. you should declare a target then attempt to hi him, then declare a target, and attempt to hit him.. you should not roll all your attacks then declare targets.
  15. Right but if the servo arm is swinging the drill or sheers then why wouldn't you add the servo arm strength to it? Your argument seems to be that you should not be adding the strength bonus because it will do to much damage. That kind of thing does not fly in our group. The amount of damage is irrelevant, its the concept that matters. and conceptually if you would add strength bonus if it was in your hands, then you would also add it if the servo arm uses it. "to much damage" is not a good reason to prevent it. Edit: I just wanted to add, that from our perspective, it is the job of the player to make the best character he can following his own character concept within the provided rules to be as powerful as he can be, provided he is acting within the theme of his character. It is the GMs job to work with the characters he has and to make sure that everything is challenging and no timpossible, or if it is impossible to give the characters an option to leave (though we almost never take it). Outside the box thinking that allows for ridiculous damage is rewarded not frowned upon.
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