afterimagedan
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Posts posted by afterimagedan
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Naviward said:
afterimagedan said:
It's a Psychic Barrage which is like semi auto fire, +1 hit/2 DoS, D10+Psy Rating Pen 4 range of 20m X Psy Rating.
This is nice because it is helping guide where we are going. However, this would be too weak of a Smite for librarians because it would be weaker than the FAQed bolter until they reach Rank 5. That's not how it should be. We tried out Smite in our group again last Thursday and it had some issues.
Personally I again don't see that as a problem. Compared to a bolter, this version of smite:-
* Is easier to hit with, as you get PRx5 to the hit value that you don't get for the bolter.
* Can be used while holding something else, so your options are greater.
* Can hit with more bolts as the cap on hits is higher, so is better at point blank.
So it's good that it's worse for straight damage but has more options, this really should be the way all psychic power are, rather than just straight up better than weapons (after all, why would you want to be anything else. This isn't D&D, the Librarian gets to use the same armour and weapons as everyone else).
afterimagedan said:
I am still thinking the two options below are the best…
D10 + 2PR, Pen PR, max bolts WP bonus
or
D10 + PR, Pen 2PR, max bolts WP bonus
Any thoughts on these?
I think I posted earlier the problem with D10+2PR because of the way it scales to better than a lascannon in the mid to late game, so I'd avoid that. 2xPR Pen seems the better way if you want to give it more punch, as it makes it better at the lower levels, but becomes less important as it becomes greater than most characters armour, the extra PR is wasted.
The only thing to watch for with 2xPR Pen is in the late game when the psyker could be doing multiple Pen 20-26 attacks, which makes smite effectively a melta weapon against tanks (at long range).
Naviward said:
afterimagedan said:
Personally I again don't see that as a problem. Compared to a bolter, this version of smite:-
* Is easier to hit with, as you get PRx5 to the hit value that you don't get for the bolter.
* Can be used while holding something else, so your options are greater.
* Can hit with more bolts as the cap on hits is higher, so is better at point blank.
I think you are totally right. We have been forgetting the PRx5 bonus each game and that will result in more bolts. Also, having a Force Sword in hand at all times will allow for much better close combat abilities, especially parry. Point blank will definitely boost the bolts.
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Is there ever occasions where a Tactical Marine should not be using Bolt Weapons? From what I can tell, regular Bolters, Bolt Pistols, and Stalker Bolters are the way to go with Tacticals. What about Plasma guns and pistols? Never?
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I am hoping to make a character with the hope of advanced specializing in Chaplain but I am not sure which way to go specialty and chapter wise. I like the idea of maximizing the Crozius Arcanum and was thinking about doing a close combat focused chapter like Carcharodons or Blood Angels. Personally, I would like to try something other than Assault Marine and was wondering about Tactical Marine. Do you think this could be done? Do you think you could make a Tactical Marine with decent enough close combat to make good use of the Crozius Arcanum and still benefit from the Tactical Marine gun training stuff?
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Manyfist said:
Naviward said:
Manyfist said:
Well seeing things are worked out, I was going to consider using Only War version of Smite.
Sounds like an interesting idea. I don't have Only War yet, how is it different?
It's a Psychic Barrage which is like semi auto fire, +1 hit/2 DoS, D10+Psy Rating Pen 4 range of 20m X Psy Rating.
This is nice because it is helping guide where we are going. However, this would be too weak of a Smite for librarians because it would be weaker than the FAQed bolter until they reach Rank 5. That's not how it should be. We tried out Smite in our group again last Thursday and it had some issues.
I am still thinking the two options below are the best…
D10 + 2PR, Pen PR, max bolts WP bonus
or
D10 + PR, Pen 2PR, max bolts WP bonus
Any thoughts on these?
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Update: We tried the D10+PR Pen PR and max bolts at WP bonus last Thursday and I must say, everyone was really happy with it. He still did some very hefty damage but everyone (including the very critical Librarian) was very hay about the balance. The guy playing the Librarian loves games that are very difficult and challenging and he was very disappointed about how overpowered Smite was and was happy about the new fix. We will be finishing the mega combat we are in right now next Thursday and we will update our results again.
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It''s funny, I can to this page to ask the exact question. Seriously, who's playtesting these things…
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(duplicate post, sorry)
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I would so buy that book.
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In your example, the guy with the Lascannon would have BS 70 by that point and would be able to aim (+10) making it target roll 80 with no risk of perils. However, a Lascannon is much easier to dodge and needs reloading. It would probably be a Devastator with a long list of beneficial talents as well.
With the 2x option, it would be D10 + 20, pen 10 with a 35-36 pt average (including the pen). Hitting with 4 bolts on, say, power armor and toughness 50 guy body shot (armor 20), that would be 15-16 damage per bolt (well, 17-18 on the other locations). This would still scale too quickly. How about we drop the pen? That way, it would be a factor that would not scale (which would make it less cumulative) and make it more reasonable damage. Following the previously stated situation…
Smite --> D10 + 20 = 25-26. with an average of 4 bolts hitting = 20-24 damage with perils though harder to damage.
Lascannon --> 5d10 + 10 (avg 39) pen 10. that would be 29 damage that would be able to be dodged more easily but with no perils.
What do you think about that? Also, should there be a max number of bolts that can hit?
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Your floodgate level is something you have to determine but I would totally be fine with it, especially if it encourages the player to develop back story for their character that can aid in roleplaying. Blood Angels, indeed, were involved in the Tyrannic Wars so that would be fine with me. In fact, I would be alright with pretty much any chapter taking on that advanced specialty, so long as they have some great fluff to back it up. Tailoring it for Crimson Fists and Orks, for example, would be great. Also, my game group limits you to 1 advanced specialty only so our players choose cautiously.
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Naviward, I love your idea but I think the spell would be a little weak. I think it should be more like the Plasma gun type level so we would be more in favor of…
d10+3*PR, Pen=PR Semi Auto, Warp Weapon, Half Action
I think this works quite well and scales well. Compare it to some of the shooting combos and close combat combos at the respective rank and renown items. We are going to play-test this for a while and see if it works. I am not sure if it says somewhere but we are allowing 1 offensive spell per turn. Any thoughts on any of this?
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Any ideas on how to make an Apothecary more combat skilled? I am not talking about house rules; I'm looking for advice on talents, etc.
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Regardless, I don't think 3 CSMs should be able to be killed in 1 shot by a Rank 2 Librarian. True, they would probably be spaced out, but it doesn't always allow that considering they were in a hallway within a space station.
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Thanks for the info about Fate points!
They can't really handle themselves when 3 get caught in a Psy 6-7 Smite. Usually, two of them will die. That's crazy!
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True, some of the Chapters are good. Flesh Tearers and Carcharodons, for example.
Face Eater: "Personally I've been house ruling that the codex chapters, including the slightly off codex ones like BA and DA, must choose at least one of the two advances (can take both) but can also have one from any other stat. Which I think works nicely."
Face Eater, could you explain this a little further? I'm intrigued.
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The answer is exactly what you said, you just fate point it if something goes wrong. We are all rank 2 and our Librarian pushed a smite and killed 3 Chaos Space Marines in one go where everyone else was struggling and dying. It was just one of those things where we were all like, wait a second, this is messed up. We are using a grid and the radius is not massive. It is quite easy to control actually.
Some fixes we are considering…
1. Pushed Smites are focused on one enemy. (makes it less AOE and so whole groups of enemies don't get hit by it. It would mean that you have to either get the benefit of huge damage or AOE)
2. No Fate Pointing pushed Smites. (makes it more risky)
3. Re formulate the damage amount. (this my encourage the Librarian to use other powers once and a while)
Any other ideas you guys have?
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Can someone please help me figure out how to regulate Smite? Basically, we are fighting an enemy who is using Smite against the marines and our Librarian who basically feels guilty using a pushed Smite because people just sigh and think in their head, "did anyone play-test this game before they printed the book?" We think it is overpowered because it does about the most possible damage as a half action and AOE. Something's wrong here.
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I also feel like Red Scorpions have been shafted a bit in Honour the Chapter. Huge amount of Tactics training isn't really appealing, especially when it is highly dependent on the GM to provide reasons for the Tactics skill to be used. Also, the redundancy of the skills that Raptors get when it comes to long range shooting. Also, the Blood Ravens. Looking at the stuff the core book chapters get compared to many of the Honour the Chapter chapters, I am wondering why that happened. Am I missing something? Just compare some of the amazing talents Blood Angels get to other chapters and it makes me cry a little inside.
From my perspective, people play this game for the combat. It is combat based, much less than Rogue Trader (which we started with and craved more combat). That being said, the chapters in this came should be pretty balanced when it comes to combat and I do feel like some of the chapters have been shafted. In the core rulebook, the original 6 are pretty balanced. Honour the Chapter, however, I think was pretty disappointing. I was so excited for that book but I think some of the chapters got the shaft.
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For example, the majority of the skills (pretty much all of them) that can be trained by the Red Scorpions chapter marine are different Tactics skills. I am just hoping to find a reason for that to matter. Good ideas! Any else?
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How do you use the Tactics and Lore skills in your game? How can you take advantage of Tactics (Assault), for example? What about Common and Forbidden lore? I have found some good uses for the Lore ones but Tactics seems a bit difficult to me. Command has its bonuses in Cohesion, etc, but how else have you seen it used? Thanks!
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I just got "Honour the Chapter" yesterday and there are a few chapters that I think are sort of divided and would lose some of their strengths no matter what specialty they choose.
For example, I am having a hard time understanding how to make a powerful Red Scorpion character. Their talents point them towards WS based characters. Is that just how it's going to be for them? I realize that each chapter tends to have a specialty or two that it has synergy with. Red Scorpions seems to point towards WS based characters, which I don't really get when it comes to how they work in 40k; they have always seemed more the gun type.
Also, how can Raptors (and also, Raven Guard) work out in the game when they have lots of concealment and scouting skills? Especially the Raptors who have sniping bonuses in combat? How do those look in games?
Anyways, I know probably only a few own Honour the Chapter right now. Thanks for the help!
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Also, MODERATORS, please delete my other posts. Those were attempts to post from my phone and they didn't work so well.
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OK, hello forums. I am off to a rough start, I know. Here is my question for the 5th time. What is there for Missionaries to do in Starship combat? I know they have Triage but it seems very difficult to accomplish much with it. They generally don't have a high BS so they don't shoot the ship's weapons well. Also, from what I can tell, crew damage is really rare. Am I missing something?

NPC Randomizer Tool - Generate random NPCs easily
in Deathwatch Gamemasters
Posted
Here are my lists to beef up the randomizer lists. Just open the "Seed Date" folder and open each one with a text editor and paste these in their respective places…..
Chapters:
Black Templar, 12
Blood Angels, 12
Dark Angels, 12
Raven Guard, 12
Space Wolves, 12
Storm Wardens, 12
Ultramarines, 12
Salamanders, 10
Imperial Fists, 10
Blood Ravens, 10
Carcharodons, 10
Crimson Fists, 10
Novamarines, 10
Raptors, 10
Red Scorpions, 10
Flesh Tearers, 10
Howling Griffons, 10
White Scars, 10
Minotaurs, 10
Lamenters, 10
Mantis Warriors, 10
Marines Errant, 10
Black Shield (Mystery), 10
Death Spectres, 5
Exorcists, 5
Black Consuls, 5
Red Talons, 5
Revilers, 5
Scythes of the Emperor, 5
White Consuls, 5
Angels Encarmine, 5
Angels Sanguine, 5
Angels Vermillion, 5
Angels of Vengeance, 5
Disciples of Caliban, 5
Guardians of the Covenant, 5
Doom Eagles, 5
Fire Angels, 5
Knights of the Raven, 5
Sons of Medusa, 5
Fire Hawks, 5
Silver Skulls, 5
Sons of Medusa, 5
Astral Claws, 5
Fire Lords, 5
Star Phantoms, 5
Invaders, 5
Rank:
Rank 1, 20
Rank 2, 18
Rank 3, 15
Rank 4, 12
Rank 5, 7
Rank 6, 4
Rank 7, 3
Rank 8, 3
Scars:
No Scars, 100
Bionic Arm, 10
Scarred Face, 20
Bionic Hand, 10
Bionic Leg, 10
Burnt Face, 10
Specialty:
Apothecary, 75
Tactical, 100
Devastator, 100
Techmarine, 75
Librarian, 75
Assault Marine, 100
Champion, 10
Chaplain, 10
Dreadnaught, 5
Epistolary, 10
Forge Master, 10
Keeper, 20
Kill-Marine, 20
Watch Captain, 5
First Company Veteran (Terminator), 20