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Meljinx

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  1. PnPgamer said: the only weapon I am familiar with weights normally 3,5 kg and with full clip 4,3 kg. That's about 23% increase. I prefer the basic rule of 10% I have always interpreted the weights given for weapons was fully loaded. Spare magazines would weigh the 10% of the weapons weight.
  2. Well one thing we noticed when running my DH campaign w/ BC combat rules is that.. while full auto is no longer king.. accurate basic weapons however are.. it really swung the fulcrum the other way. After a discussion between one player the others had to leave earlier I may stick w/ BC combat and DH psychic powers. The only change being accurate basic weapons only get the additional d10 after a full turn of aiming. Reason is this BC as it is.. a Long Las 1d10+3 Pen 1.. vs Heavy Stubber 1d10+5 Pen 3 Range.. 50m BS 40 Long Las Half Action Aim +10, Short Range +10, Accurate +10, Single Shot +10. Heavy Stubber Short Range +10, Full Auto -10 If a 40 is rolled in for both weapons.. heavy stubber would do 1d10+5.. Long Las Would be doing 3d10+3.. let alone variable setting. Currently it seems that most FA weapons are only good for Suppressing Fire and can't hit the broad side of a barn. However they become on more equal footing when the an accurate weapons additional d10's require a full round of aiming.. which you can also do w/ the FA weapons and they come more closer to each other. The other thought was to make SA +20, FA+10 and keep the accurate basic weapons as is for now.. However psychic powers I use the rules from Ascension for psykers.
  3. Gregorius21778 said: @ =I= & badge of office. If you do not own it already, I suggest to buy a copy of "Inquisitors Handbook" (hardcopy or PDF). It covers the Rosette (the badge of the Inquisitor) and ´more low-level options of investing the pc with authority (like the "Letter of Investigation" which is in fact a unique document for any mission which definies what the pc are empowered to and what not...and is a good way for a GM to tailor the PC´s "does" and "dont´s" anew each member, just as s/he needs. Thanks for the heads up on this. I am just starting a campaign and was wondering that very thing =D
  4. I am suffering from forum search failure. I found a week or so ago two real neat threads on on module progression (including some of the fan made ones on this site). Plus another w/ people's thoughts and ratings on those same adventures.. I now can not find them for the life of me and stupid me didn't bookmark them before my computer did a windows update during the night (thus reboot and loosing the pages).
  5. ItsUncertainWho said: To actually answer the question of WHY, I don't like systems that are so oversimplified skill-wise that with the purchase of one skill you are effectively a world class chemical engineer/pharmacist/chemical manufacturer/etc. Forced diversity in skills is a very good thing to me, having theoretical (Lore), practical (Trade), and applied (Use) skills be separate allows for achievement and growth for the character by taking time and expense to diversify his/her knowledge in a given field. It helps move the skill away from a number crunching statistic for me. Catchall skills are boring and have no flavor. ^+1 Some people like to play skill heavy characters (read scholars/rogues and combatants secondly). What your propose sort of takes away easy a significant portion of the game. The 41st century is dark.. only the elite know how to read.. let alone create new drugs/poisons. Technology is in decline because of the lack of knowledge and innovation. Granted a GM could always allow a person w/ the Lore or Trade in Chemistry to do a Chem Use at a -10 or 20 depending on the application. Sort of opposite where it can give you a +10 per Inquisitor's Handbook. However, you could always use house rules to make your gaming experience quicker.. faster.. better which seems that you want. No one fantasy flight games is going to barge into your home and say "UR DOIN IT WRONG YA GIT!". Granted that could be humorous to see =D.
  6. Some critical hits ignites the ammunition of the poor sod. Last gaming session due to my seneschal lighting up some poor sods w/ a stub revovlers and nearly killing the party due to the "if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 metres". Literally the guys were on top of us and this happened three times (Did I mention my seneschal can be rather deadly with his bolter at times) . The NPCs with us died due to the explosions.. most of us were down 10 or so wounds (leaving 3 to 5 wounds left). Due to stub revolver ammunition cooking off. New rule for ammunition cook off is.. to do 1d10+5 it has to be mass ammunition (read bolter), melta, flamer or plasma. Or you could look at this way and say .. SP ammunition does not cook off and cause 1d10+5 damage.
  7. Some critical hits ignites the ammunition of the poor sod. Last gaming session due to my seneschal lighting up some poor sods w/ a stub revovlers and nearly killing the party due to the "if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 metres". Literally the guys were on top of us and this happened three times (Did I mention my seneschal can be rather deadly with his bolter at times) . The NPCs with us died due to the explosions.. most of us were down 10 or so wounds (leaving 3 to 5 wounds left). Due to stub revolver ammunition cooking off. New rule for ammunition cook off is.. to do 1d10+5 it has to be mass ammunition (read bolter), melta, flamer or plasma. Or you could look at this way and say .. SP ammunition does not cook off and cause 1d10+5 damage.
  8. Was it an ommission for balance to not allow sights on melta weapons? Xeno Mesh armor in RT is AP 3 in DH it is 4. I have seen some stats for it elsewhere in RT being 4. But it is not in the RT errata being 4. Last question.. I see people mention RAW here.. new to the board and sorta new to the new system (used to play the old RT over nearly 20 years ago).
  9. CaptainStabby said: Pg 163 ITS. Best quality Crew Improvements is the way you upgrade crew rating. It's pretty clear, but easy to miss. You think this is a one time thing or could it be done on different instances? Like say.. your at Generic Imperial World.. lets do an Acquisition test for Crew Improvements. Then say you meander over to Port Wander and say.. well do and Acquisition check for Crew Improvements?
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