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  1. That's not really accurate, though, the way you describe. I was being serious when I mentioned that ten grots of all things will beat a Space Marine on the tabletop. Let's go down some things piece by piece: For 'Literally dismantling a light tank with his bare hands', that's true of tanks with a rear armor value of 10, yes. On average, though, it's also never, ever going to happen with a single Space Marine. Even assuming he charges the vehicle every turn, it'll take THIRTY TURNS to destroy a vehicle with 3 Hull Points. (Which almost every light transport does, with very few exceptions.) Thirty Turns isn't very specific, but I think a turn is about thirty seconds per turn. Give me a chainsaw and fifteen minutes, I could also disable a transport vehicle with no armor plating. Shrugging off Anti-Vehicle weaponry: Once again, only technically true. (And I think you mean anti-armor, since hotshot lasguns and other low Strength high AP weapons still ruin a Space Marines day.) It takes about ten S3 hits to kill a Space Marine, assuming average dice. For reference, ten Guardsmen could put out twice that much firepower in one turn, and once you account for their average BS than you've got one dead Space Marine. Shrugging off a single shot from a Lasgun is not impressive, even a Guardsman will survive a single Lasgun hit about 60% of the time. An Ork Boy with 'Eavy armor will survive a Lasgun hit around 82% of the time. At 90% of the time, a Space Marine is only barely tougher than an Ork Boy with some metal plates welded to his chest. (And once again, that's not particularly durable.) Being inside an exploding vehicle is once again technically true, but equally misleading. Like everything else. For people who don't play the tabletop game, if you're in an exploding vehicle you take a single S4 hit. (A unit of ten guys would take 10 S4 hits.) That is the same strength as a Bolter hit. And, to use a similar metaphor to a moment ago, even a Guardsman will survive this about half the time, and a slightly-armored Ork Boy will survive this nearly as well as a Space Marine. Now, let's compare this to some of the things you mentioned in the Black Reach books: 100 Space Marines versus a WAAAGH: Heh heh, nope. That would never, ever happen on the tabletop. You don't mention the size of the WAAAGH, but even if it were just a thousand Ork Boys, the Marines wouldn't stand a chance. Even if it were a thousand Ork Boys versus Terminators all armed with Lightning Claws and Cyclone Missile Launchers, it would be *close*, and way more than a dozen Marines would die. A Space Marine versus a Killa Kan? Well, a Space Marine has a 1/9 chance of even glancing a Killa Kan in combat (If he uses Krak Grenades,) can't hurt him with 'Hand to hand', and a Killa Kan has a 50/50 (or so) chance of out-right killing an average marine in one hit. So... Nope. Not gonna happen. Keep in mind, Killa Kans are the *weakest* close-combat Walker in the game. Tactical Nuke: Hee hee, no. That squad is dead. The closest thing to a Tactical Nuke on the tabletop is a Destroyer Weapon, which has a 5/6ths chance of causing at least D3+1 automatic wounds. Seeing as Space Marines all have one wound... My point is, you're making a silly comparison.
  2. I can't stand Ascension, personally... Once players reach that point, it becomes an absolute nightmare for GMs. Not only does combat balancing become absolutely impossible, but you have to throw absolutely ridiculous enemies at your PCs in every single battle to have a hope of hurting them. Plus, balance becomes impossible on a mission-wide level too, when your players literally outrank everyone and can pretty much do whatever they want. When your players are still Acolytes, it become reasonable to put certain limitations in place to keep a game on the rails, but once those limitations are gone, keeping a story together becomes ridiculously difficult.
  3. Since they have introduced hot shot lasguns in second edition, this should somewhat ease your pain. The problem with the lack of canon has come up in my games before, but as to guns and ammo, it isn't that big of a problem in my opinion. In Deathwatch they introduced different patterns for the same gun. I really like that notion and it gives you a lot of freedom to give more options to your players. It is also a great explanation for the differences in power levels between the "same" weapon. I'm less referring to Dark Heresy rules issues, and more with the 40k Canon as a whole. Not that I have an issue with the weapon powers being different: My issue is when people try and translate 40k Gear into real life, or compare it to other game or movie universes. I saw an argument once comparing Master Chief to a Space Marine (Who would win, etc,) and people in support of the Space Marine winning kept referencing the toughest possible versions of Space Marines when arguing that they would win, and everyone in favor of Master Chief winning kept referencing the weakest possible version of Space Marines. (On the Tabletop, ten or eleven grots will beat a Space Marine in a shootout. In Dark Heresy, four or five Acolytes are about an even match, and that's at level 4-5, in some books, one Marine will beat two or three Bloodletters, or be outclassed by one, or hold back dozens. And this isn't including some of the more far-fetched examples.
  4. Hee hee. 'Calculations' of 40k things amuse me. They're realistically impossible, though, because the canon can't make up its mind how powerful anything is, or even what anything *does*. Are Bolters powerful anti-infantry weapons capable of taking down light tanks, or are they powerful armor-piercing rounds with the capability of taking down infantry? Even the explosive capacity is sometimes strong enough to always kill a humanoid in one shot, utterly devastating anything weaker than a Space Marine, to taking several shots to reliably kill anyone. Sometimes Bolter Rounds can penetrate Power Armor with only minor difficulty, other times it bounces off it like water guns against, well, Power Armor. (And this is nothing next to the canon issues with Lasguns, which range from flashlights that sting when they touch you, all the way up to tank-melting superguns.)
  5. This is all EXTREMELY helpful, thank you all.
  6. Mikmaxs

    Dark Pacts

    As a starting-up GM, I thought I was being awful clever when I pulled each player aside, told everyone they would all be facing a 'Unique challenge,' and then offered them all a Daemonic pact from exactly the same script. Lo and behold, EVERYONE in the group accepted for one reward or another. I had not anticipated all 4 players doing this. One player was ordered to make sure someone else died, (they didn't explicitly have to kill them, bonus points if they drank the blood of the deceased,) one player was ordered to investigate a certain clue, one player was ordered to keep everyone away from a certain clue, and one player was simply ordered to 'Release me.' (Referring to the Daemon, of course.) This resulted in a TPK. By the end of the session.
  7. An M60 is a pretty good equivalent, though it's a bit bulkier. (As with all things 40k.)
  8. I'd gladly run one, though I don't yet have a campaign written so I'd need a little time to get the plot set up, though I don't know *where* we would play. Ideally it would be on a forum, (One similar to this,) so if anyone knows of one that'd be great if you're interested.
  9. It's two hours long... I don't suppose you know where I can skip to just to hear about the Adepts? It looks like most of it is just about the game in general. EDIT: So, I ended up listening to the whole thing. It was pretty good, but it didn't really talk about roleplaying. Mostly it just brought up builds, player roles, uses in combat and investigation, etc... And that's something I already have planned out pretty thoroughly. I enjoyed it, but it didn't help much. I'm more looking for tips on roleplaying.
  10. So, today I've got a two-parter post! Since I didn't want to bog down the forum with two threads from one person side by side, I'll be making my pleas for help and requests for illumination within the same post. The first question is for a friend, who recently started playing (and therefore has a pretty low level character,) but wants to go for a stealth assassin role. He has a decent amount of starting money because our group has been playing for a while and a more wealthy character decided to lend him some, but he's trying to figure out a way to play a competent stealth character without access to +10s and +20s for Concealment and Silent Move. Other than Stummers, Cameoline Cloaks, and Synskin (the last of which he can't afford yet anyways,) what gear is there available for would-be stealth players? The second question is my own, and I'm merely seeking advice for playing a potentially quite fun but foreseeably difficult character; An Adept. I've already written most of him, I am basically just looking for tips, pointers, and suggestions to keep things interesting. He's got utterly miserable combat stats, barely passable Fellowship, very good Willpower, and ridiculously high Intelligence and Perception. (He's a Forge World Adept, giving a +8 to Intelligence to start with, I rolled high, and for Perception I got the 'Big Eyes' mutation off of my Divination.) For flavor, he's got house-ruled 'Optical Impairment', giving a -30 to vision-based perception when he doesn't have his glasses on. (As a character note, he wears huge thick lenses, which helps conceal his big eyes: It looks like a trick of the light and the glass.) For personality, he's an alcoholic, gambling chain-smoker who obsessively gathers books to read when he's got the free time or isn't being shot at. I plan on making him a little obtuse, but I am having trouble thinking of fun flavor injections I can give his character mid game other than the obvious humor of having him drunk in the team. (I wrote this character so I'd have a challenge roleplaying, but that doesn't mean I won't ask for help!)
  11. I meant take two bows, not two sights. (That's why I mentioned the weight, 3Kg. Two bows would still weigh barely more than a shotgun, and less than a Chainsword.)
  12. Really, a composite bow feels like it would do better with a Telescopic Sight, rather than a Red-Dot, to compensate for its relatively short range. Being able to fire at 120 Meters with no penalties seems pretty useful. Then again, it only ways 3 Kg, so why not both? A Red-Dot site on an accurate weapon that never needs to be reloaded (Rapid Reload FTW!) means you will always have a +30 to hit when you take a full turn to fire.
  13. I should add: I had PLANNED on them coming in through the sewers. I thought it was a clever idea, so I left it open to them as 'the smart option.' I don't want them to die for doing what I had hoped they would do.
  14. I need some help keeping my party alive. Long story short, they snuck into a high security facility to steal a data-cogitator with information they need stored on it. It involved a two-day boat ride through a water pipe, though the group was able to rest and they are ready for a fight. So, they arrived in an empty room, and a couple of our stealthier characters tried to sneak out. Failed a silent move roll. The guard rolled very well and our assassin rolled poorly. Spent a fate point, failed again. The guard triggered the alarm. I've already told the group that there are a little less than 150 people in this facility, though some of them are women and children, so there are about 70 fighting men. The group was given the option to surrender and stand down. So, of course, they fired at the guards. So, to re-cap, the group is in unfamiliar territory, just decided not to surrender, is surrounded by a huge horde of well-armed and well-trained enemies, and I have no clue how to get them out of this alive. Potentially if they kill the first wave of guards, they could slip away and hide from the remaining 60 or so dudes, but we've got a huge tech-priest in our group who has an agility of 21 and no stealth skills. On the plus side, we've got four mercenaries with us (Well, not mercenaries, but allies.) I could presumably have them help out in a non-combat way (Rather than rolling for a bunch of allies, I'll just have them 'Hold this area' or slip off and kill a number of bad guys.) That still leaves our heroes heavily outnumbered and outgunned. Any tips?
  15. Currently, stealth just gives you a bonus to hit them. (Because they are an unaware target.) This can get frustrating, but the rules are an abstraction designed to keep things flowing smoothly. Personally I feel like a house rule giving headshots a greater chance of taking Righteous Fury (bonus damage) might be cool, but any fix is a house rule.
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