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Everything posted by AlphariusOmegon7

  1. Theoretically, you can extrapolate higher values. In practice this leads to caber-tossing terminators. Be very very careful with these values.
  2. As I said - I'm fine with it taking a while and a lot of Tech-Use advances.
  3. Thanks for the suggestions - once we've finished taking over the hive we're currently stuck under, I'll propose some to the group. The issue with this is I already HAVE a character who wants to mix sorcery and mechanicus and is at the former end. Moreover, the Magos Idolitrix DOES NOT approach the matter from the sorcery end, but rather (as the name suggests) from the Mechanicus end. I am not trying to take anyone's shtick - my group only has two other players, one of whom does combat, the other does social. I do not want to get it by infamy rolls only - I'm fine with it taking several years of deals with the Dark Mechanicus. I just wanted to know if anyone had any good suggestions for getting hold of it.
  4. Figure that I'll be shot down for this, but wondering if any of you hereteks out there think it'd be reasonable to (as a non heretek type, but someone very interested in sorcerous technology) to get myself implanted, and what that would require (Infamy Tests, a Compact, some kind of surgical procedure, etc.)? I mostly ask because I want to go the 'techno-sorcery' route coming from the sorcery rather than the techno end, but I do want the techy stuff. Most of it, however, is locked behind 'Mechanicus Implant owners only' so I was wondering if there'd be a way to get cheap knock off ones so I can get the better stuff.
  5. Not always. Once had slenderman attack/infiltrate my deathwatch group and with the aid of skype, creepy sound effects and more maps than I'd ever used before I managed to keep them freaked for about an hour and a half. Course, he went down like a chump once they started using sanctified weapons because Rank 5/6 Deathwatch characters can curbstomp a primarch. But for a while there was a lot of suspense, even while they were whacking at him. Personally, to keep this on topic, I've always thought of the Halo Devices as being made by the Old Ones as an attempt to get around extinction, and the Yu'Vath and Slaughth as more of their client races (ala the Eldar and Orks - mostly because Slaughth sounds like Slann and Slinnar a bit, and we know the OOs had something to do with those guys).
  6. You missed a trick, legacy weapon with that scythe as well as the binding you mentioned. Since we're going for ultimate levels of cheese of course... Please. That'd be stupid. Of course, my centauroid Berserker sniper build is even more ridiculously cheesy, but that's for another thread.
  7. I wasn't defending it as a build - I was merely pointing out that the rule you were using to block it didn't block it. Any GM worth their salt would stop it anyway, and if it were me I'd have anyone trying it explode into so many daemons from trying to pull that much of the warp into reality. But it is legal according to RAW. Then again, according to RAW you can quite easily turn yourself into a walking Titan (Nurgle Sorcerer max PR wearing Best Termie Armour and Mechanicus Assimilation x10 (that's where I limit it but according to RAW it's technically infinite) with Personal Best Power Field casting Inviolable Flesh with the various mutations that make you Enormous with a Best Great Unclean One possessed Force Scythe and Blade of Baleful Might) but any GM within their right minds would stop this build as soon as it started. As a side note, the above build (assuming best possible rolls in every single respect) would have Toughness 85, Unnatural Toughness (+17), the Chaos Organ (Unnatural Toughness +1 and Regeneration (1)), Grossly Fat, Corpulent Immensity and Winged (so he could move) Mutations, 25 AP, Forcefield Rating 80 with an Overload of 01, and an absolute minimum of 25 Wounds (though likely more as SC is Nurgle), and would deal 7d10+35R, Pen 20, Unbalanced, Felling (24), Force, Proven (22), damage with each scythe swing, which would get a +10 to each WS Test. With Lightning Attack, this automatically deals 180 odd damage up to 7 times in one attack. This, frankly, is stupidly overpowered.
  8. And this is the place in "loophole" where stacking begins to occur and where GM should say stop. Actually it simply says all bonuses. As you're switching bonuses, that's not stacking. Stacking would be combining both bonuses.
  9. They don't really need to stack - you use the boost from BoT to cast Protean Form at insanely high PR, then use the boost from Protean Form to cast BoT at insanely high PR, then use the boost from the boosted BoT, etc. Each time you're switching out the bonus, I think. Or you could rule it that way to get round the 'no stacks' rule.
  10. Yeah, I pretty much base most of my 'deep DAoT' tech, including Men of Iron, on the Polity books by Neal Asher, mostly because they almost beat 40k in terms of sheer scale (the Polity doesn't consider a conflict a proper war unless they're losing 100,000 people a second). This pretty much meant that I took a look at Asher's Golems, compared their feats of strength, speed, etc. with those of already statted 40k stuff, and went from there. Basically, pick a base for how you want to treat your men of iron (Terminator style, Asimov style, etc.) and then stat them from there via comparison. It's not perfect, but it works. I would advise several 'dry run' tests of these stats before sending them out into combat simply to check for balance issues/glaring weaknesses.
  11. To be fair, one of my other issues with 40krpgs is how soft and pasty Terminator Armour really is...but that's an argument for another day.
  12. Well, in the tabletop, plasma weapons are so much better than bolters that it isn't even funny. In Rogue Trader they're only marginally better and hardly ever worth the risk. Why is this a thing? Also because Rogue Trader and Deathwatch are extremely poorly balanced in general. If you nab the SM rules from Black Crusade, I'm sure you'll get much closer to what you want. Regardless, I'd worry far more about what happens when all this overpowered crap ends up in the hands of the players. Then again, if you already play with the Faith & Coin and Lathe Worlds stuff and whatever else has been released lately, then I suppose this stuff is basically nothing. I don't mind overpowered stuff in RT PC's hands. RT PCs SHOULD, in a sense, be overpowered in terms of equipment. The key is then giving them challenges that they can't simply solve by one application of said equipment after another. But that's beside the point. All of the rules I have given apply equally to BC marines, and to NPC OW CSM antagonists. You can't deny the stats (though BC marines would, possibly, have slightly lower health, though the BC/OW True Grit would more than make up for that). Plasma weapons...yeah, fair point, but it's an oft discussed point of contention that most people agree is a Bad Thing. So by drawing the parallel, aren't you agreeing with me and saying that the Battlesuit rules are as accurate a depiction of battlesuits as the plasma weapons are of plasma weapons? And as for balance, while I agree on Deathwatch I actually find RT one of the MORE balanced 40krpgs, not veering wildly from TPK to roflstomp as BC does, or being insanely hard to balance without becoming dull like OW (at least, that's been my experience as both player and GM). All I'm trying to say is that I find these rules a little mystifying - I'm not sure who they're for, or how they're meant to help balance things for the GM or players. To be honest, there are far more important issues I could raise, like the fact that this appears to have given the Tau time travel, or the fact that the RT team is continuing its trend of throwing more dice at weapons to make them more powerful despite this clearly not being the case, or the fact that Overcharge seems to be complete and utter bull (+X damage for a slight chance to hurt myself that with FP rerolls and decent quality becomes nil AND no extra ammo cost? Yes please!).
  13. You forget that the pilot will only take 20% of the critical damage because of the Battlesuit Critical Damage rule. Might have misread the rule - the way I read it you still GOT the damage, it's just that the effect was rolled from the table rather than the standard chart. If this IS the case the battlesuit is considerably more durable assuming you don't roll terribly (and even then those +10s from 01-30 will add up eventually).
  14. Allow me to put it another way then. In five shots from a bolter, the average SM will do just enough damage to a fellow SM to get them down to 0 Wounds. In the mean time, against a battlesuit which in TT and fluff is more durable and harder to kill, they'll do significant to catastrophic damage with the same number of shots. Why the **** is this a thing?
  15. On the TT, an average Space Marine can kill a Crisis suit with only his boltgun and combat knife and it isn't even that super-duper hard to do (you need some 18 boltgun shots/melee strikes). Stealth suits drop even easier and Broadsides are only better armored than the Crisis suits. These suits are pretty much glorified power armors rather than pseudo-walkers like the Dreadknight. Now, on the other hand, Hazard and Riptide suits are a much different deal. They are much more durable than the other three suits (especially the Riptide) and not just because they have more armor. For anything, I think only the Hazard and the Riptide are problematic in this supplement. They both should confer Unnatural Toughness or have some sort of special rule that would allow them to soak up damage with impunity. 18 bolter shots? That seems to imply it takes a while! Let's assume that these are simply shots, rather than hits, and that our BS 50 DW marine is therefore only hitting with half of them. That's 9 bolter shots, each doing an average of, in DW, about 16 pen 4 damage. That's a lot of damage to kill one suit! Now let's apply these 9 bolter shots to our friendly Crisis Battlesuit from this supplement. Let's assume our brave pilot rolled maximum toughness and got every toughness and sound constitution advance up to Rank 4/5 to make him as durable as possible. Let's also assume he's got a shield generator, cancelling a further 40% of the incoming shots. So he's got T 55 and 15 Wounds. 5.4 of the bolt shots make it through the shielding - let's round that down to an even 5. Each one must now contend with the vicious 10AP of the Crisis battlesuit. Which it punches through with ease. Each shot now deals 5 damage. 5 shots have gotten through. 25 damage to 15 wound character, down to -10. Given that this is explosive damage, he probably could've easily died one shot earlier. And this is the toughest Crisis Battlesuit Pilot I could make. A more reasonably built one would require even fewer shots to be killed. And as soon as actual anti-armour was brought into play, he'd be completely ******. This problem only scales when you look at Riptides and the like. These things are meant to be able to stand up to Carnifices. Can they? **** no. Also the Heavy Railgun barely scratches a Leman Russ's paintjob. Lelwut? What happened to the good ol' MoX stat of 3d10+30I Pen 15?
  16. Brief content discussion: Have I misread a rule, or do battlesuits just have the health of the frikkin pilot?
  17. How so? As far as I remember - and it's been a while since I've flicked through IH - they start with lasguns and flak armour which, even for an undercover novitiate being seconded to the Inquisition seems a little bizarre. Honestly I think the real problem was that, like Astartes, Sororitas of the Militant Orders are too combat focused and significantly too powerful for DH play, and branding these careers as such and trying to craft them that way leads to broken. As far as I can recall though, the IH version did a fairly good and fluffy NON Militant sister much better than BoM.
  18. You misunderstand - it was a -15 penalty for each weapon. So, with four weapons that would've been an additional -30 penalty to each of the attack rolls. Of course, he made up for this by generally only unleashing the fury when about 2m away from an enemy, but yeah, Archmagi Militant are ridiculous.
  19. As far as I can tell, the back-of-the-book stats almost never list SC purchases, even if they have to have gotten them. Then again, those stats are misleading as to make them a threat without giving them Fate Points the FFG team normally gives them metric fucktonnes of additional wounds. Also she's a Daemon Prince - we don't know yet what the rules concerning Daemon Prince wounds will be, and likely won't know till the next Tome finally drops.
  20. Ran into similar thoughts about 3+ weapon wielding with forearm mounts/mechadendrites/heretekal biotech implants with a Magos in a Dark Heresy/Deathwatch game a few months back - we agreed that Two Weapon Wielder could apply to such attacks as normal but for each weapon making an attack beyond the second an additional -15 penalty was taken to ALL of the weapoans' attacks. ****** still managed to basically kite a Carnifex in a couple of rounds, but that was because he had lots of weapons and rolled insanely well.
  21. Yes, as far as I know in most 40kRPG lines the only reliable way of getting extra wounds is Sound Constitution. The only question is - why would you want to? 40k is pretty instagibby, so having extra wounds doesn't help that much. That xp could much more effectively be spent on Skills, other Talents, etc., and for 200+ xp 1 Wound is kinda a bad trade. I have almost always found that, unless bought in huge bulk at some kind of discount, Sound Constitution is one of the most useless advances in existence. Then again I mostly play Tzeentchian types for whom the cost is vastly increased, so maybe it's just less appealing because of that.
  22. Ah, but I like Battle Sisters being hilariously overpowered - it makes up for the lack of love they get from G dubs and **** like the Khornate Knights IMO. Besides, it leads to the hilarious image of Seraphim squads descending en mass on a Chaos force and spamming Soul Storm till there's nothing but ash (which is a valid tactic and would easily wipe out a whole army). But in all seriousness, Lynata is right - it does very much depend on your interpretation of Sisters of Battle. I'd assume that, since you're coming up with a serious business villain for a BC campaign, that you want them fairly powerful in order to stand up to the various bull decently built BC characters can toss out with great ease, which is why I recommended BoM Sisters. But, you may want them as secondary adversaries acting as backup to some other threat (Inquisitors, or Grey Knights for instance), or purely as threatening interaction characters (will you be detected by the holy sisters?) in which case you might, as Lynata suggested, want something a little less powerful. Also, though the IH ones are more grounded they make little to no fluff sense and have just as much potential for hilarious power breaking - in fact at higher ranks Battle Sisters from BoM pale in sheer stat comparison with those from IH. On the other hand, the IH sisters don't have BoM Faith Talents which are some of the most broken things on this green earth.
  23. Personally, I interpret Charm as something "in-between". Yes, it is about changing people's mind, but only to a degree. You couldn't Charm someone into jumping down a cliff, for example (well, not without drugs or other forms of mind-addling effects, anyways), which implies that there are limits to what you can achieve even when rolling high, as the target will always maintain a measure of control over their own mindset. How much obviously depends on the individual target's convictions, and on what you want them to do. In short: To me, Charm and Deceive are about nurturing seeds that, in some form, must already be present (or, in some cases of Deceive, specifically cannot be present) - not "flipping a switch" in someone's brain. And I think in a game where Social Skills are "abused" to lead other player characters away from their intended path, everyone would just buy the Cold Hearted talent, and react with violence every time another player tries to use Charm on them. I have a feeling this would not make for a very fun game and only force intra-party conflict. Exactly. I may be wording this slightly badly, but this seems to fit with my interpretation as well, and is far better worded. Hat off.
  24. I must admit I agreed with the 'compare DoS' method - until I tried it. Basically it means that ANYONE with high agility simply becomes untouchable (you thought Eldar were bad before? Hoo boy...) and if you have average or middling agility you might as well not bother to get Dodge at higher levels. Honestly, I think some kind of middle ground needs to be found, both for the sake of realism and the sake of getting dodging 'right'.
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