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Emperor Castaigne

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  1. It depends a lot on which type of Genestealer you're using. There are a number of different stat blocks in the various games, some more suitable as Only War level adversaries than others. The main thing to remember is that regardless of strain, Genestealers are pure murder close up. A Weapon Skill of 65 as standard for most types, Pen that cuts through Flak and Carapace Armour, Multiple Arms, high Strength (some strains even come with Unnatural Strength), and the Swift/Lightning Attack talents mean that it might just take one sufficiently successful roll to take a PC from full health to burning Fate Points. What kind of Regiment does the PCs have? How much experience does the PCs have? How is the squad built up when it comes to Specialties?
  2. In melee you can make shooting attacks. But only against the target you are in melee with and only with pistols or weapons deliberately stating the can be used one hand in combat. There is no additional modifiers for shooting your melee opponent with a pistol, but note that you do not get the bonus for Point Blank Range in melee. If you are using Two-Weapon Fighting penalties will apply (see page 252 for Two Weapon Fighting). Firing at a target you're fighting in Melee is exactly the same as shooting at any other target except that you can only use Pistols to attack with and you ignore the +30 bonus for being at Point Blank Range. Everything else is the same, whether it's making a Standard Attack (+10), shooting a target of Enormous size (+20), making any test while Fatigued (-10), shooting at a target in utter darkness without equipment to help you see (-30), etc. etc. The only Range modifiers you need to keep in mind are the following: (1): if the Regiment have the Close Quarter Combat Doctrine from Hammer of the Emperor (+10 bonus to BS skill checks made at Point Blank range). (2): if they are using a Pistol with the Scatter Quality, such as one of the Shotgun Pistols from Dark Heresy, in which case they would get the +10 bonus for firing a Scatter weapon at Short or Point Blank range and the +3 damage bonus for firing a weapon with Scatter at Point Blank range. (3): Doubling the Pen of Melta weapons for being fired at Short Range or closer, in the unlikely event that your players have gotten ahold of an Inferno Pistol. Or so I thought, re-reading the Weapon Quality says "This weapon doubles its Penetration when firing at Short Range.", it doesn't mention if the bonus also apply to the Point-Blank range. Well, I guess this is the place to ask: Does the Melta Weapon Quality give the bonus to Pen when fired at Point-blank Range?
  3. The way I remember it from the Beta, one of the biggest complaints about the Ratling was that they were the only option available for people that wanted to play dedicated Snipers due to their Comrade Advances. It seems that FFG introduced the Sharpshooter Advanced Specialty in Hammer of the Emperor as a way to fix that. Oh, wait, you're discussing biology now. Don't mind me, just carry on.
  4. you're repeating an urban legend as fact, but it is not true Which part? Making a Google search for "50 cal sniper rifles war crime" gave me http://www.mca-marines.org/gazette/killing-myth as the second result. "All three of the initial statements are wrong. No prohibition exists in the Geneva Conventions, any other law of war treaty, nor in any other part of the law of war on the use of weapons such as the 23mm ZU-23 or the .50 caliber machinegun as antipersonnel weapons." So I'm assuming he's talking about the part about using .50 cal rifles against Infantry being a War Crime. The part about them being used against vehicles all the time is probably true.
  5. Considering that the Sharpshooter advanced specialty from Hammer of the Emperor has notes by some guy writing about how to take down Ork vehicles with just a Sniper Rifle, I'm going to assume that it is intentional.
  6. Ganruy said: Why is the range for a Leman Russ BATTLECANON listed with 350 meters? It's not, it's 750 meters. Where did you get that number? I brought up some some inconsistencies between the Weapons section of the Armoury and the ones listed in the Vehicles section in my Errata Suggestions thread (I might cannibalize this thread for things to bring up there, just to have it all collected in one place), but the Leman Russ Battle Cannon is the same in both (750m; S/–/–; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable). You also shouldn't forget that weapons can fire up to 4 times their standard range, they just get increasingly harsh penalties to their attack rolls when doing so. As for the rest you said, I just blame the fact that plenty of writers for 40k simply don't get military stuff, whether it's logistics, weapon ranges, tactics, or anything else, and then try to to fix the most egregious stuff by complaining at the people in charge until they notices and fixes the problem. Personally, I've been trying to get FFG to make the Ammo Backpack less crap since the Beta.
  7. RavenSG said: Emperor Castaigne said: How does it work when a character receives a talent multiple times during character generation? Example: a Commissar attached to a regiment with a Melancholic Commander would receive Air of Authority twice. In Rogue Trader this would give a character Talented for a Skill of their choice, but that’s no longer a thing in Only War. Starting Talents: All characters from the regiment receive these Talents, regardless of Talent prerequisites. If a character would receive a specific Talent twice, from Regiment Creation or his Speciality, he instead receives a free extra 100 xp to spend at character creation. - Page 41, Core Rulebook. I agree with the rest of your suggestions, just thought I'd volunteer what little information I have to bring to the table Ah, so that's where it was. I had been looking for it in the Character Generation chapter. Some more stuff, mostly from thie Armoury this time. The description for the Missile Launcher include "Most launchers, like the Locke-pattern, are shoulder mounted tube-like weapons that fire a single round with great accuracy, while the ancient Retobi design holds a huge vertical clip of 5 rounds but is much more awkward to fire and has less precision.", but the Table 6-9: Ranged Weapons only have one missile launcher listed. Why does the Heavy Stubber have a clip size of 75 when it fires in 8-bullet bursts? It really should have 80 clip size instead. And again, the description mentions multiple patterns, but the Table only has one, which doesn't match either of the ones mentioned in the description, which can be found in the Rogue Trader: Core book. Maybe just resolve it by adding a paragraph about the different ammunition types available and giving each a variable reload time, such as: 2 Full Actions for the 75 (80) round box and the Ammo Backback, and a Full Action for the 40 round drum. Which neatly brings me to my next question: how exactly is one expected to reload a weapon that uses the Ammo Backpack? Are they really expected to carry around multiple loads of 25 kg backpacks to switch out every time they have to reload? And what about Weapon Jams, does the Heavy Bolter lose the entire 200 shells when it Jams? "Clearing a jam is a Full Action that requires a Ballistic Skill Test. If the Test is successful then the jam has been cleared, though the weapon needs to be reloaded and any ammo in it is lost." Something I just noticed when I looked up the exact details of how Jamming works, it doesn't specify how difficult the Ballistic Skill Test is supposed to be. There are some inconsistencies between the Vehicle Weapon stats in the Weapon section of the Armoury and in the Vehicle section in the Armoury (the Blast Quality of the Earthshaker Battle Cannon and the Damage of the Vanquisher Battle Cannon), which ones should be used? You may want to clarify how Called Shots work with Vehicles. I assume it's just the same as with bodies (1: spend a Full Action, 2: pick a location, 3: make the BS or WS test with all relevant modifiers, 4: resolve the attack, skipping the Determine Location step), but it could use a sidebar or paragraph explaining it. Also, how would using Called Shots work when a weapon has the Blast Quality? I couldn't find anything about it, but it seems that such a thing would be much more plausible against Vehicles than against man-sized enemies.
  8. samas990 said: Heya guys. New GM to Rogue Trader. I'm looking for the list of starship component craftsmanship bonuses/penalties. Found it for explorer gear but not for starship components mainbook (the only book I currently own). Also didn't see it added to the current Errata for the mainbook & my search-fu was getting nothing in the forums. So a couple of quick questions: A) Does it exist in the mainbook? B) If not, does it exist at all & where can I find it? Thanks, all. A: No. B: Yes. Rogue Trader: Battlefleet Koronus, pages 17-19.
  9. Emperor Castaigne said: Vanguard – Regiment Type Cost: 6 Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception. Starting Skills: Tech-Use Starting Talents: Nerves of Steel Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 suit of Imperial Guard flak armour per Player Character, set of 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex (a Best Craftsmanship auspex with a range of 100m that can penetrate walls up to 100cm thick with its scans) per Squad, and a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting. Whoops, forgot to give them any armour.
  10. Like the title says, I thought having a thread for bringing up ideas and suggestions for the Only War Errata would be a good idea. I started working on this list before they made the first Errata, but they didn't fix everything I was going to bring up. Only War: Core Rulebook There's still no description for the Purity Seals available to Penitent Regiments in the Additional Standard Kit Items. Warrior Weapons is still worthless, especially when compared to the cheaper Hardened Fighters doctrine. I think that Warrior Weapons should give the Weapon Skill Aptitude in addition to what it already does. The Sergeant gets to start with a Laspistol as starting gear, but this isn't that useful if the Regiment is going with Solid Projectile weapons. Letting them pick between a Laspistol or a Stub Automatic would solve that. Change the Flexible Weapon Quality (Weapon cannot be Parried) so that weapons with that quality also can't be used to Parry themselves. Psykers have the Strength Aptitude for no discernible reason when Weapon Skill or Offense would make more sense. I'm also not sure why they have the Heightened Senses (Hearing), they're not Astropaths. I think Jaded would make for a better starting Talent. Can those Specialists that start with weapons choose to apply the +2 clips received from Well-Provisioned to their Specialist Weapon instead of the Regiment Main Weapon? Those Charge Packs won’t be very useful for an Ogryn, and many Commissars would probably prefer to get those 2 reloads for their Bolt Pistol rather than some weapon with more abundant ammo. Does the +1 grenade from Well-Provisioned apply to Grenades purchased as Additional Equipment? Clarifying what the "High provender" in the Random Issue Gear table is for those that don’t have the Rogue Trader Core rulebook (it's high-quality food). How does it work when a character receives a talent multiple times during character generation? Example: a Commissar attached to a regiment with a Melancholic Commander would receive Air of Authority twice. In Rogue Trader this would give a character Talented for a Skill of their choice, but that’s no longer a thing in Only War. The ammo provided by the Backpack Ammo Pack/Power Pack is ridiculously low for its weight and any weapon that relies on it exclusively will quickly become dead weight. The same thing goes for the smaller ammo backpacks used with Hotshot weapons. Seriously, are Stormtroopers expected to carry around multiple 10-kg backpacks just so that they can reload every 30 shots? Hammer of the Emperor The Scarred by Loss drawback gives 2 points in the writeup and 4 points in the table. The various types of ”Anointed Tool-kit” lack entries. Does the penalty to Dodge tests from the Talent Las Weapon Expertise also apply to the Jink action (which is basically Dodge for Vehicles). Fix Vanguard and Grenadiers. It’s fairly obvious that Grenadiers was intended to be a Special Equipment Doctrine and that Vanguard was meant to be a Regiment type, but it seems like they got switched around at some point in development. (For example, Grenadiers is the only Regiment type not to start with a Main Weapon or a Vehicle). My suggestion is changing them to the following: Vanguard – Regiment Type Cost: 6 Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception. Starting Skills: Tech-Use Starting Talents: Nerves of Steel Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex (a Best Craftsmanship auspex with a range of 100m that can penetrate walls up to 100cm thick with its scans) per Squad, and a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting. Grenadiers - Special Equipment Doctrine Cost: 4 points Starting Talents: Weapon Training (Launcher) Starting Skill: Trade (Armourer) - (Grenadiers in the fluff are expected to maintain their own equipment.) Standard Kit: 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad.
  11. I think it would be a neat touch that if the PCs ever leave the Screaming Vortex for some reason, you casually mention that "You can't hear the screaming anymore." In my mind, screaming is omni-present and constant in the Vortex, a shrill dirge of disembodied voices so pervasive that you simply don't mention it for the same reason you wouldn't mention the air. Everyone living in the Vortex has either gotten used to it or gone utterly, utterly insane.
  12. The Heretek Savant Alternate Rank from The Radical's Handbook can take the Anima Aura talent, representing having a Sarcosan Wave Generator installed. There's also the heretical Magos Vathek in Ascension who uses some different rules for it.
  13. I saw this on another website earlier. Somone said that because of the way British copyright laws work GW basically has to sue people for things like this or else people that actually do infringe on the IP can use the legal argument of "Well, you didn't sue these guys, so you've given up on that copyright!". I am not intimately familiar with the way intellectual property rights work around the world, but that explanation sounds stupid enough to be true.
  14. It's some good work, but there are two flaws I see in it. First, the image used for The Astropath is actually a Navigator. Secondly, the deck does not consist of psychically charged cards capable of changing their appearance, so that The Starship can have a different meaning depending on whether it is appearing as its usual shape or as one of the rarer sub-forms such as The Pilgrim Vessel or The Explorator Ship, or another of a multitude of variants.
  15. thor2006 said: I just got soul reaver and is a nice adventure and idea. But i have many question how the adventure would work from the point of view of a moraly good crew that can still deal with the exiled Archon and try to make the Sector and Galaxy a better place. 1.What the exiled Archon can be negotiated if she is helped to gain control of the Nexus ,so that the overall purpose of the crew can be achieved? 2.From reading the adventure giving the Nexus to friendly slaves or rulling by the RT dynasty is the best way to achieve ,making the Expanse and the nearby IOM sectors a little better.Is this correct? 3.Reallisticly the slave rebelion and performing the coup d'etat what limits could pose to the RT from trying to make the neigbouring space a better place? 4.What consequences for good or ill would suporting a succesfull takeover of the Nexus by friendly slaves or the RT coup d'etat would have in the Expanse? The adventure is not clear enough of the consequences(RP ones) of any of the end of the adventure choices(betray Selene to the dominant kabal,side with the slaves,side with Selene,perform the coup d'etat). Thank you for your help and time. 1: Considering her introduction quote, and the general attidude she has when dealing with the Explorers, I doubt Salaine Morn would be much interested in negotiating with "children". As far as she cares, the Explorers are there to help her get back the Nexus (which she considers rightfully hers), and then to get paid for their effort before they leave her in total control of the place. “The politics of my people are as the desires of kings compared to the selfish needs of children when measured against your ‘empire’ of man. However, even a king, or a queen, may from time to time find herself in need of childish things…” –Salaine Morn, Archon of the Shadowed Thorns Kabal 2: Considering that the alternatives are leaving it in control of the Dark Eldar, I'd say that those would be considered the "good" options. 3: Logistics. The place is a nightmare to navigate, and with the Webway involved (especially a broken and fragmented Webway) what is and is not "neighbouring space" can change literally moment to moment. ("I'm sorry, you passed through that Webway gate when the three moons of Galater were in alignment. I hope you like the Screaming Vortex.") 4: Fewer Dark Eldar raids (at least until new DE find some place to use as headquarters), a bunch of slavers would have to find a new market for their trade, probably not much more than that. Keep in mind that the Dark Eldar attempt to keep the place a secret, so there aren't that many outside people that know about the Nexus, and even fewer who can find their way there. As far as running the adventure for good Explorers, I'd say the suggestion in "Tears of the Machine Good" (page 28) is a good hook to use. The Calixian Adeptus Mechanicus knows that the Gaelan Sphere exists and they have sent out Explorator fleets to find it. The PCs are hired to locate Magos Domos Agnelain, the guy who was in charge of the latest expedition they sent out to find it. Asking questions about the place leads to Salaine noticing and she appraoches them with her offer. After that, just run the adventure as usual, except that the PCs have to decide when and how they're going to betray Salaine in favour of the Mechanicus. Maybe that pirate fleet of hers suddenly find themselves trapped between the defenses of the Nexus and an Adeptus Mechanicus Explorator Fleet. A priceless remnant from the Dark Age of Technology, the rescue of a prized Magos, and a treasure trove of Xenotech? The AdMech would pay extremely well for that. Another hook for upstanding, moral groups is the Imperial Navy, a group of Rogue Traders and /or some trade consortium placing a bounty for whoever can stop the Dark Eldar pirate raids around Calixis and Koronus. Again, somehow leading to the PCs hearing about the Nexus and finding their way there. crisaron said: 2 - The ramifications, pushing one archon aside to help another is one thing. Removing the Dark Eldar influence from a webway nexus woudl bring down the rath of Cormorragh it self and it's very nasty ruler. (somehting the PC shoudl not be able to stop because entire space marine chapters have failed). 3 - The Eldar (Arlekin or evil version the mandrake) (don't know if the Mandrake are as evil as they used to be, able to warp within shadows etc.) would probably try to kick out theplayers at some point, the webway belongs to the eldar. Few aliens understand the webway, and the Craftworld Eldar are loath to utilise more than a fraction of the decayed and fractured network around the Calixis Sector and Koronus Expanse. The Dark Eldar, especially those outcast from Commorragh, are more adventurous and willing to risk ships and slaves to find ways through its shadowed links and dark corners, but even they must tread with care, and only a handful have the skill to routinely reach destinations like the Nexus of Shadows. The Nexus is in a particularly unstable portion of the webway, prone to Warp intrusions and reality collapses, and those Dark Eldar in good standing in Commorragh largely avoid it. This very danger makes the Nexus an ideal destination for the outcast, however, and exiles from Commorragh such as the Kabal of the Shadowed Thorns find it an excellent based of operations. After all, what is the risk of reality itself falling to pieces at a moment’s notice compared to the agony that the great Archons of Commorragh promise to those who have offended them? The Soul Reaver, page 9 The Craftworl Eldar do their best to avoid places like this and the Dark Eldar living there are exiles and outcasts from Commorragh. I don't think either would care to much if you took it over. Futhermore, the "Razor's Web" defense system is capable of wiping out attacking fleets, further diminishing the threat of actual full-scale invasion. Of course, such a thing wouldn't stop the Harlequins. The servants of the Laughing God follow their own paths, which might very well spell disaster for any Rogue Traders crossing those paths.
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