Jump to content

AlphariusOmegon7

Members
  • Content Count

    189
  • Joined

  • Last visited


Reputation Activity

  1. Like
    AlphariusOmegon7 got a reaction from pearldrum1 in Volkite Weapon Help   
    It's funny you ask this as about a year ago I had a Deathwatch group uncover some of these nasty little weapons cause I liked the fluff so much.  I ended up making them WAY too powerful, but in case you're interested here are the Astartes-level stats I gave the bastards.  I based my version of the Deflagrate rule on the tabletop (if they inflict a Wound they have a chance to deal another Wound, etc.)
     
    Volkite Serpenta (Pistol, 20m, S/-/-, 1d10+12E, Pen 4, Clip 10, Rld Full, Deflagrate, Devastating (1), Tearing)
     
    Volkite Charger (Basic, 60m, S/3/-, 1d10+12E, Pen 4, Clip 24, Rld Full, Deflagrate, Devastating (1), Tearing)
     
    Volkite Caliver (Basic, 120m, -/-/5, 1d10+14E, Pen 4, Clip 40, Rld 2Full, Deflagrate, Devastating (2), Overheats, Recharge, Tearing)
     
    Volkite Culverin (Heavy, 100m, S/4/-, 2d10+10E, Pen 4, Clip 40, Rld 3Full, Blast (1), Deflagrate, Devastating (1), Tearing)
     
    Deflagrate: This weapon melts flesh like butter, carving organic targets apart with horrifying ease.  When a hit against an organic target (no creatures with the Daemonic, Necron or Machine 4+ Trait, or others at GM discretion (i.e. Wraithguard)) deals 10X damage AFTER Armour and Toughness, it deals Xd10 extra damage where X is an integer (so if a shot dealt 20 damage, an extra 2d10 damage would be dealt).  This cannot be triggered by extra damage from Righteous Fury or Deflagrate itself, and does not stack with additional hits.  Each Attack can only trigger Deflagrate once (so if the first hit of a Semi-Auto Burst deals 11 damage after armour and toughness, but the second deals 21, Deflagrate is only triggered by the first hit).  
     
    To be fair to the overpowered Deflagrate rule, this was in a campaign where they had to fight three Hierophants at once at one point.  I also came up with some special ammunition a la bolter ammo because I'm nice to my players.  
     
    Ion Dust: By using a powdered form of the metal blocks that normally act as a Volkite weapon’s ammunition, the Volkite weapon becomes a powerful and dangerous short range weapon with anti-tech capabilities.  Halve the weapon’s range.  It loses any rapid-fire capabilities.  It gains the Haywire (0), Scatter and Devastating (+1) qualities.  
    Useable with: Volkite Serpenta, Volkite Charger
     
    Pulsed Phase Crystals: Less of an ammo and more a change in weapon design, this allows the Volkite Caliver to overcome some of its issues and increase its penetration – at a price.  The Caliver gains the Razor Sharp and Devastating (3) qualities, and loses Deflagrate, Overheats and Recharge.  It reduces its base damage to 1d10+8E, but increases its base Pen by 2.  
    Useable with: Volkite Caliver
     
    Super-Heavy Dark Metal Slugs: Super powerful rays are produced by these blocks of metal.  Of course such powerful attacks have disadvantages.  The weapon increases its range by 50%.  It loses any rapid-fire capabilities.  The Pen increases by +3, and the weapon gains the Felling (1), Overheats, Proven (4), Recharge and Unreliable qualities.  The weapon reduces its clip size to 5.  
    Useable with: Volkite Charger, Volkite Culverin
     
    There, that's all I came up with.  Obviously you'd have to human scale them (in general Astartes gear deals +4 damage more than standard human), but I'd recommend getting hold of the HH TT books and reverse engineering the weapons to suit your campaign.  
  2. Like
    AlphariusOmegon7 reacted to bogi_khaosa in Alternate Starting Equipment   
    A good-craftsmanship bolter is better than a best-craftsmanship lasgun -- until it runs out of ammunition, at which point it is worse than a poor-quality bow and arrow.
     
    This stuff is not only balanced (to the extent that it is balanced) based on killing-power concerns.
     
    To address the original question, I would just eyeball the stuff. If a character wants to play a primitive savage with a bow and sword, of course I'll let him do it.
  3. Like
    AlphariusOmegon7 reacted to Fgdsfg in Alternate Starting Equipment   
    Generally speaking, I've never needed hard rules to regulate this sort of thing. When a player is creating a character, he simply asks "Can I change X into Y, it fits my character because ABC", and then I make a call based on that, or come up with additional ideas based on their backstory.
  4. Like
    AlphariusOmegon7 reacted to Bore in Mechanicus Implants   
    For a comparison of what you're asking for OP, you're asking if you can be turned into a space marine. I mean, not quite that complicated, but still complicated and along the same lines.
     
    You could always just try joining the Cult, but the end result is thus; you want to approach this from a sorcery perspective, but the various factions of the Cult, like Forge Polix or Castir are looking for people who are first and foremost good at crafting and tech-use.
     
    Think of it as an elite university; they have an excellent art program, but because they're a technical school, you need to show you belong there before you can get into that program.
  5. Like
    AlphariusOmegon7 got a reaction from Fgdsfg in Mechanicus Implants   
    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.  
  6. Like
    AlphariusOmegon7 reacted to Fgdsfg in Nurgle Tentacle Arm   
    Don't forget the rolling, the mad amount of rolling it'll result in, if it's any large-scale fight, if you go by RAW. I'm not saying you should go by RAW in this case, I'm just saying that if you do.. it's mad.
     
    And I'm not even sure how to narratively excuse a -20 to Initiative. I could accept an immediate -20 to Initiative at a much closer range, such as being adjacent to the nurglite in question, having failed a Willpower or Toughness Test or something.
     
    Whether it actually has a massive battlefield effect or not really doesn't concern me that much, because after all the rolling and after everything is said and done, all it really does is guarantee that a whole bunch of people will be forced to move last, after the entire party.
     
    What concerns me is that I don't think that this can possibly be intended. There is no precedent in the rules for something so massive. I think it was intended to be -2 Initiative, but in the interest of not making players wail, I could even stretch it to -4, which is a large, but not broken amount. But no way, no how do I think that -20 was intended.
     
    FFG used to have a good "Rules Questions" section, but I'm no longer getting any answers there, so I'm not sure how to figure this out, given the dismal amount of Errata that comes out.
     
    Unfortunately, no. Never really had present grandparents, and now they're all dead. Not that it would've been that hard to beat most of the gifts I received growing up, we were pretty poor. Still are, actually, but now at least we're poor separately.
  7. Like
    AlphariusOmegon7 reacted to Elurindel in Nurgle Tentacle Arm   
    Yes. But that's assuming that everybody we fight is going to be equipped with jump packs or standing back and shooting with long arms. No other Gift of the Gods so utterly dominates gameplay and combat in the same way. 
  8. Like
    AlphariusOmegon7 got a reaction from Wincent in Yu'Vath   
    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).  
  9. Like
    AlphariusOmegon7 got a reaction from Calgor Grim in Maximum Power   
    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.  
  10. Like
    AlphariusOmegon7 got a reaction from Dan_of_Hats in Tau Characer Guide - Errata and Battlesuit Builds   
    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!).  
  11. Like
    AlphariusOmegon7 reacted to Dan_of_Hats in Tau Characer Guide - Errata and Battlesuit Builds   
    Having just picked this up today and made a brief scan of it, I can honestly say that I'm a bit disappointed in the battlesuit stats. I can understand FFG wanted to provide something very cool without breaking the balance of power, but I fear they went too far trying to fit them into the existing balance to accurately reflect their capabilities.
     
    The main issue is that they are treated as armour, and there's enough high-pen weaponry floating around (not to mention stuff that can outfight ignore it) that the squishy little pilot doesn't stand a chance in any sort of really heavy fire-fight. Comparing them to the battlesuit profiles from Deathwatch, the ones in this book are just utterly outclassed. Sure, Deathwatch is a much higher power level than Rogue Trader might be, but there's certainly a few things they could have taken from their previous examples of battlesuits to make the ones in their latest PDF more appealing.
     
    First off, unnatural characteristics for Strength and Toughness. Admittedly, the way UCs act in RT and DW make balancing them out a little trickier than, say, Black Crusade and Only War, as the bonuses can jump pretty quickly if you stuff a pilot into them with high base stats. Given the average Tau pilot isn't likely to have prioritised these however, it would certainly give them a little boost that would help a lot, and could easily be justified as part of the internal systems of the suit.
     
    Another option is to treat them more like a half-and-half between armour and vehicles, a little like they did for Dreadnaughts. The player's statline still dictates most of the relevant abilities, with a few like Strength being boosted, but the armour has its own structural integrity rather than coming directly off the pilots wounds. There's already a table provided for critical effects on the suit, so it wouldn't be a difficult thing to amend, and there's the option for increasing the suits tactical/cruising speed beyond just the pilots Agility + size modifiers if you feel their ground speed was a little on the slow side. Doing that would alleviate much of the need for having Unnatural Toughness, but would still keep the battlesuit relevant in heavier combats.
     
    There's not a lot I can add to the weapon loadout stuff since it's already been pretty heavily covered.
     
    To be honest, the suits aren't terribly set-up, and with a little light tweaking I could see myself putting them in a game of Rogue Trader or possible Black Crusade/Only War (where adding Unnatural Characteristics would be a lot easier to do in terms of keeping power balance). I just think it's a shame FFG felt they had to low-ball them so hard.
  12. Like
    AlphariusOmegon7 reacted to Lynata in Quick question   
    Lasgun and carapace chestplate - I thought that was rather fitting for a Sororitas Novice. Of course I interpreted this as their official gear, rather than some undercover equipment. Not all Inquisitors do act undercover, after all, and undercover gear should always be chosen according to circumstances and individual aliases.
     
    The only bizarre thing (to me) was that you could alternatively give them a Feudal World background, a set of Primitive quality platemail, and a flail. That was really weird. 
     
     
    Yeah, the combat power could be a problem, though the role does come with some significant drawbacks which the GM should feel free to enforce. Sisters are very much indoctrinated, after all, and so could be problematic to have around in certain situations. There is also the option of forcing the player to buy some of the suitable non-combat skills (such as Singing) as an XP-sink in order to prevent them from hogging the limelight to the detriment of other combat specialists.
     
    I think the Novice background they came up with for IH was a brilliant idea in that it created a reasonable explanation for a "nerfed" Sororitas character who has to make do without the organisation's signature equipment for the first couple Ranks until she finally gets to go to Terra to take her vows and don power armour. And the GM can always delay this promotion indefinitely all depending on how it suits to the campaign and/or party balance.
     
    Compare this to BoM where a Battle Sisters gets power armour and boltgun on Rank 1 (!). Though this is actually a trap, because that Sister will utterly pwn everything during the first 1-3 Ranks, and then slowly fall behind due to the excessive XP costs of her Skills and Talents, until finally she is surpassed by the group's Guardsman or Assassin and ends up being the "weakest link" of the group's combat section, once her gear advantage is neutralised by everyone else getting shiny toys to play with, too.
     
    So it's kind of broken for two reasons. I have heard that the new Arbites in the Book of Judgment is similar, though, so perhaps this is just a case of different design visions clashing. Of course, what makes it bad is that this should not happen in a single game where you may actually end up using material of both developer teams.
     
    Agreed about the Non-Militant Sisters, though! That development tree nicely reflected how their training was described in the original fluff, and made for a suitable overlap between the subclasses.
    Conversely, BoM renders them a subtype of either the Adept or the Cleric career. Sigh.
  13. Like
    AlphariusOmegon7 got a reaction from LETE in New Rogue trader campain   
    Look, Sneshy....I'm late to this discussion, and I doubt you'll listen to me because you don't seem to really be listening to anyone, but this is an important concept to grasp, one it took me a while to get hold of as a GM as well.  
     
    AS GM YOU ARE NOT TELLING A STORY.  
     
    The GM's job is NEVER to tell a story.  Stories, by their very nature, if they are to be enjoyable have to have structure, clearly defined and controlled characters and arcs.  RPGs, by the very nature of the players involved, can never be fully controlled by the GM AND maintain enjoyability.  
     
    The GM's job is to make a world, a background, to fill in the blanks.  It's the PLAYERS' job (especially in a broad game like Rogue Trader that is effectively sandbox) to drive the narrative.  Think of it this way - The GM is less the movie's screenwriter and more its cinematographer, director or set designer.  You set the tone, you describe the area - hell, to a certain extent you control the cast.  But in the end it's the Players (as the actors/scriptwriters) who determine what happens.  You just guide it into place.  
     
    I hope this helps you understand why you've received a lot of negative feedback on your plans.  I have no doubt that while this would make an intriguing story, it wouldn't make an enjoyable game, or an enjoyable video of a game.  
  14. Like
    AlphariusOmegon7 reacted to Lynata in Interaction Skills & Player Characters   
    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.
  15. Like
    AlphariusOmegon7 got a reaction from Kamikazzijoe in Accurate/aiming vs Dodging   
    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'.  
  16. Like
    AlphariusOmegon7 got a reaction from Lynata in Interaction Skills & Player Characters   
    Interaction skills against PCs are something of a bugaboo in all RPGs - some people love em, most people hate em.  I think the real problem is overstating their importance.  
     
    Think about it - what does a successful Charm Test actually mean?  It means you were charming and polite, possibly more persuasive, than you had been otherwise.  Depending on who it's directed against, this might mean someone treats you with more respect, or is more regretful and gentle when arresting you, or actually considers your point of view.  
     
    It DOESN'T mean you somehow fundamentally change their point of view or ideas of how the world works, which some people seem to think successful interactions should mean.  You wouldn't believe the number of stories out there which seem to imply that stammering out some excuse about really being a guard, rolling a 01 on a Deceive Test, and then innocent NPCs just instantly agreeing is believable, or how the game should be played.  There's always context, for any Interaction, and Skill Tests should ALWAYS ALWAYS ALWAYS take that into account, be they against PCs or NPCs.  
     
    Then again, I don't roll many Interaction Tests, either as player or GM.  I prefer to let the characters' words speak for themselves, because that's how interactions in real life work.  
  17. Like
    AlphariusOmegon7 got a reaction from Erathia in Are there really 300+ year olds roaming the Imperium?   
    As fuckwin as that is, I'm about 95% sure Dorn died in the Iron Cage.  Because Perturabo is a boss and the Iron Warriors don't get enough streetcred.
  18. Like
    AlphariusOmegon7 got a reaction from RogalDorn01 in Are there really 300+ year olds roaming the Imperium?   
    Some of the Dark Eldar, notably Asdrubael Vect, are PRE FALL.  In particular, Vect was actually about to be executed when the Fall happened, effectively saving his life.  This makes him considerably older than the Imperium.  
  19. Like
    AlphariusOmegon7 got a reaction from RogalDorn01 in New Rogue trader campain   
    Look, Sneshy....I'm late to this discussion, and I doubt you'll listen to me because you don't seem to really be listening to anyone, but this is an important concept to grasp, one it took me a while to get hold of as a GM as well.  
     
    AS GM YOU ARE NOT TELLING A STORY.  
     
    The GM's job is NEVER to tell a story.  Stories, by their very nature, if they are to be enjoyable have to have structure, clearly defined and controlled characters and arcs.  RPGs, by the very nature of the players involved, can never be fully controlled by the GM AND maintain enjoyability.  
     
    The GM's job is to make a world, a background, to fill in the blanks.  It's the PLAYERS' job (especially in a broad game like Rogue Trader that is effectively sandbox) to drive the narrative.  Think of it this way - The GM is less the movie's screenwriter and more its cinematographer, director or set designer.  You set the tone, you describe the area - hell, to a certain extent you control the cast.  But in the end it's the Players (as the actors/scriptwriters) who determine what happens.  You just guide it into place.  
     
    I hope this helps you understand why you've received a lot of negative feedback on your plans.  I have no doubt that while this would make an intriguing story, it wouldn't make an enjoyable game, or an enjoyable video of a game.  
  20. Like
    AlphariusOmegon7 got a reaction from Lynata in Musings on Horus   
    Personally I rather enjoy SOME of the HH books - but I do see what you mean.  Far too often the Primarchs are depicted as 'oh-so-noble' and 'can-do-no-wrong' when we'd much rather see more interesting and (god I hate this word but it's the best one to use in this situation) rounded characters.  On the other hand, I find that this applies more to the LOYALIST Primarchs than the traitors.  Each of the Traitors has their own reasons for disliking the Emperor (apart from Horus who is kind of just a git) and their own reasons why they sign up to take him down.  Each of the Traitors has their own flavour of speech and style, and go through character development over the course of the books and individual stories.  By contrast, the Loyalist Primarchs seem far too cookie-cutter to take seriously, and the attempts to give them characters by giving them similar reasons to dislike the Emperor make one wonder why they don't ALL go Traitor, thus undermining the characterisation of the ACTUAL Traitor Primarchs.  
     
    On the other hand I'd also say - how do we know Horus isn't like this?  As far as I recall, we've only had his PoV a few times in the series - certainly it'd be an interesting tweest on events in Horus Rising if, like poor President Walker, we the reader were deceived by Horus Underwood only to have the veil ripped from our eyes in his final battle with the Emperor.  I doubt they'll do this, but if they do, it'd be BRILLIANT.  
  21. Like
    AlphariusOmegon7 got a reaction from pearldrum1 in Pen vs. TB   
    Yes, though I was confused about this when I started WH40k RPGs as well.  Everyone's new at some point.  
     
    Though I also think it's dumb and having Tb be a straight damage reduction leads to tonnes of problems for everything apart from Daemons.  
  22. Like
    AlphariusOmegon7 got a reaction from Green Knight in Need help dealing with astropath PC   
    True, but Black Crusade you end up becoming a god-being and leading an army of daemons to push the Imperium's **** in, so it's a bit larger in scale.  
  23. Like
    AlphariusOmegon7 got a reaction from Green Knight in Need help dealing with astropath PC   
    Please.  Vengeance Bolts are the way to go.  +3 Damage and Pen, AND Unstable.  
     
    So an Arch Militant w/ Mighty Shot and the correct specialisation (for +4 damage), would be rolling out with 2d10+9X Pen 8 Tearing per shot, for an average of 22.47 damage a shot with a 10% chance of that being doubled to 45ish (and a 10% chance of it being halved to 11), with a damage range from 7-58 per shot.  This weapon would also have a greater range than the Astropath, possibly a greater chance to hit, and would almost certainly have less chance of ******* the party as a whole over with Perils/Phenomena.  
     
    It's fairly easy to outclass an Astropath in firepower with the right weapon.  The key thing is less to make everyone superhuman death machines (though that's a lot of fun) and think instead about the kind of questions that would be asked of an Astropath that's casually tossing around that kind of power.  
  24. Like
    AlphariusOmegon7 reacted to Lynata in [to: ak-73] The Adeptus Astartes, Role and Might   
    Only in the same sense that the Commandos and SAS (etc) were also "needed the most" at so many different places simultaneously. This is simply a matter of strategic decisions: allocating your resources to where they are of most use. You wouldn't have wasted a unit of Commandos to capture a random German village, much like you wouldn't send the Space Marines to suppress a minor uprising. At least not until sh*t hits the fan and a supposedly minor conflict blows up in someone's face.
     
     
     
    A few special forces can do tremendous damage if they manage to blow up or hold a bridge long enough, or destroy an important power plant, or establish a beachhead for the bigger army, or kill an enemy commander, or breach an enemy fortification. To reiterate from the official source I have quoted earlier: "lightning raids behind enemy lines, infiltration attacks to capture vital positions, and tunnel fights in enemy held cities". That is what the creators of the setting envisioned the Marines to do, and that is how they wrote up their abilities and limitations.
     
    And if Hitler would have also had access to 1.000 suits of powered armour, and genetically enhanced super-soldiers who would continue fighting even in the face of lost limbs, I daresay the war would have been dragged out quite a bit, as some important battles such as Stalingrad could have been influenced by the presence of these guys.
     
    Would he have won? Doubtful. But who is saying that the Imperium of Man is winning? To me it looks as if the Space Marines too only slow down the IoM's decay, but are unable to stop it. Because at this ratio, the actual battle prowess of these warriors becomes less important than their numbers, regardless of whether we'd be talking about WW2 of 40k. Look at the German Tiger tank, for example, and compare it to the Sherman. 
     
    Also, "the average TT battle involving Marines" can totally be as important as taking down Osama. Of course I don't know what sort of narrative you are used to, but whenever I read about Space Marines deploying for war, it tends to be for something that's worth their presence. Usually the fate of an entire world. Because, again, the Space Marines win by mobility, and are often the first to be able to respond.
     
    Not saying that there wouldn't still be battles that are comparatively unimportant, of course, either because the Space Marines act fairly independent and may just decide to intervene because they just happened to be in the area, basing their decision on "honour" and personal vows, or because something that seems ridiculous to us is a matter of grave importance to someone used to the the 40k way of life. For example, according to White Dwarf issue #269, in the Battle of Naeuysk Gorge the Imperial Fists had a casualty rate of 85% in their strike force just because they tried to recover a bunch of stuck Rhinos. Because technology is important, yo! 
     
     
    You don't deploy Space Marines for every single fortification, though, but for the important ones. The ones that would take a Guard regiment multiple weeks of constant artillery bombardment to sunder. The ones that have arsenals of devastating missiles capable of severely damaging the Imperial war effort. The ones where the enemy leader has sought refuge.
     
    In essence, there's two types of missions where sending Space Marines makes sense:
    - the ones where they are able to fight on their own conditions
    - the ones where they are simply the best troops on hand to take on a dangerous but critically important task
     
    The former would incur few casualties and usually help achieve a long term goal by small steps. The latter are quite simply worth the sacrifice and usually aim at a short term goal where the Marines are the only ones in range who could pull it off. Because sacrifice is part of Grimdark, too.
     
     
    Because even "just a bit better" can often make the difference. Again: why do modern armies bother with special forces training and equipment if this were not true? The difference you miss is that those masses of Guardsmen take much more time to amass and deploy, giving an enemy more time to prepare defenses and drag out a conflict by months, potentially costing hundreds of thousands of lives in a war that could have been cut short months ago with a fraction of the casualties. Or, in the case of an invasion, simply risk that any help arrives too late, specifically in regards to Eldar raids or a Tyranid invasion, or a Chaos warband trying some nefarious ritual, or xenos raiding human archaeotech. The list goes on.
     
    And that's before we consider that the Imperium does a whole lot of things simply because it's a matter of tradition. The Space Marines could be more useful if they had not been forced into the Codex Astartes (at the same time, the CA is what kept the peace between humanity and the Astartes for 10.000 years). This way, however, they are a remnant of the bygone age of the Great Crusade, the successors to what once was the spearhead of human Imperial expansionism, who had their jobs taken away by the Imperial Guard and relegated to an auxiliary role (but one where they still shine).
     
    Sure, the Imperium could have tried to dismantle the Adeptus Astartes entirely. But this would have possibly caused another civil war, and this way the Space Marines are still of some use whilst no longer being a threat to the IoM itself. The transformation into their current form simply being the most convenient solution is a fairly important reason for their continued existence already. But as I said before, they can have a big impact on individual battles, and if said battle is strategically important, it may well turn the tide of a war. I'm sure the Marine Codex would offer sufficient examples of important interventions that were made of the stuff that legends are born from. 
  25. Like
    AlphariusOmegon7 got a reaction from Kasatka in Jovian-Pattern Missile battery (ITS 158) for what?   
    Guess it's due to the fact that those are the standard firing arcs for Port/Keel weapons respectively, and thus presumably once above Grand Cruiser the torpedoes would follow the standard Port/Keel rules.  
×
×
  • Create New...