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kobrain

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  1. kobrain

    The Armory

    My GM fixed this problem...he gave 40 req to 5 players...all together...for a 5 session campaign...I have a cruel GM
  2. What would the profile of Vulkans gauntlets be? Is it just a heavy flamesr? Or two because two hands? Or is it twin linked? Or does it have storm?
  3. Hi all, I have been reading through the forums and some character creation tools, and one thing i noticed is that techmarines receive a...varying...amount of bionics/cybernetics to start. I understand they get a servo-arm, mechanicus implants and one common quality bionic. However, some other posts state that a fourth (if you count mechanicus implants as a bionic) master-crafted implant from Omnissiah's Calling from Rites of Battle. I feel this isn't correct, as that deed costs 500 xp. All I would like is confirmation. Thanks kobrain
  4. I'm pretty sure in deathwatch it's gives +10 ws and +2 damage. Even if not, my gm is ruling it that way as other PCs have argued it already Edit: mistyped bs for ws. Sorry for confusion Edit2: calgor, you are indeed right, it's only +10 for melee weapons. Will tell my gm
  5. Flamers test opponent agility or get hit. Master crafted gives +10 bs and +2 dam. Would a master crafted Flamer induce a -10 penalty to agility? kobrain
  6. Hi, I know this is quite late, but is there a link to the download?
  7. Just read through this post, I'll definitely be using these rules in my campaign. However, instead if adding 12 damage to macro batteries, just add 12 pen like in ground combat. I do not see this as any different to current rules (obviously including resolving hits separately). Unless of course I am horribly wrong
  8. Wow, what was that design? I'm really curious now
  9. Well for deathwatch, it's amazing. And for rogue trader, depends on how extravagant and rich he is.
  10. I would say if I was GMing, you'll have to drop void shields and activate geller field (1 turn) then jump. If in gravity well, use rules on stellar phenomena (I think that's the right name) from the core rule books to add various manoevering penalties. Fluff says you can't jump near planets, but you can because they prefer if you didn't jump near planets, as small bits if warp are released. Therefore if hundreds if ships did it near a habitated planet, bad stuff happens.
  11. I would see it as the hell pistol (-10) and good(-10) are a single item, so your base acquisition (with scale) is -20+30=+10. From my understanding, you can now take upgrades which have an availability up to very rare(-20), and add a -5 acquisition for each upgrade. So a motion predictor(-20) and,a say, a mele attachment(common I think? So if say a +10, but for the purpose if this exercise doesn't matter, as it is above -20) then the total upgrades equal -10. So hell pistol (-10), good(-10), two attachment(-5+-5) +scale(+30) equals +0. If one of the upgrades was rarer than -20, it now substitutes it's own aquisition as the base modifier
  12. I've seen a few threads about the weakness/unbalance of various weapons. these include variable setting on las weapons, the subsequent weakening of the bolter, which then getting tweaked made the plasma weaponry weaker again. (These are simply opinions I've seen on other threads) From this, I would propose: Keep variable las settings from Only War For bolters, give felling(x), (please correct me if I've used the wrong word, but my intent is the same) which ignores toughness up to the number x For plasma weapons, reduce unnatural toughness by one, (and if it has only normal toughness, then it ignores all toughness too) Las weapons,and other unspecified energy weapons, half toughness, rounding up. Sp weapons should receive +2 penetration I envisioned these new changes to try and avoid changing the damage of weapons, which simply cause too much problems. I understand this makes everyone more squishy, but I'm hoping these changes will affect high toughness characters more. The only problem I have with this is that high agility characters will benefit. However, it does make sense that if you don't get hit, you don't get hurt. Feel free to point out the myriad of noob mistakes I've made, and how it does not conform to lore and the such. I admit I'm fairly undereducated in the lore, but I'm simply looking from a mechanical point of view.
  13. kobrain

    Weapons Changes

    I've seen a few threads about the weakness/unbalance of various weapons. these include variable setting on las weapons, the subsequent weakening of the bolter, which then getting tweaked made the plasma weaponry weaker again. (These are simply opinions I've seen on other threads) From this, I would propose: Keep variable las settings from Only War For bolters, give felling(x), (please correct me if I've used the wrong word, but my intent is the same) which ignores toughness up to the number x For plasma weapons, reduce unnatural toughness by one, (and if it has only normal toughness, then it ignores all toughness too) Las weapons,and other unspecified energy weapons, half toughness, rounding up. Sp weapons should receive +2 penetration I envisioned these new changes to try and avoid changing the damage of weapons, which simply cause too much problems. I understand this makes everyone more squishy, but I'm hoping these changes will affect high toughness characters more. The only problem I have with this is that high agility characters will benefit. However, it does make sense that if you don't get hit, you don't get hurt. Feel free to point out the myriad of noob mistakes I've made, and how it does not conform to lore and the such. I admit I'm fairly undereducated in the lore, but I'm simply looking from a mechanical point of view.
  14. I've seen a few threads about the weakness/unbalance of various weapons. these include variable setting on las weapons, the subsequent weakening of the bolter, which then getting tweaked made the plasma weaponry weaker again. (These are simply opinions I've seen on other threads) From this, I would propose: Keep variable las settings from Only War For bolters, give felling(x), (please correct me if I've used the wrong word, but my intent is the same) which ignores toughness up to the number x For plasma weapons, reduce unnatural toughness by one, (and if it has only normal toughness, then it ignores all toughness too) Las weapons,and other unspecified energy weapons, half toughness, rounding up. Sp weapons should receive +2 penetration I envisioned these new changes to try and avoid changing the damage of weapons, which simply cause too much problems. I understand this makes everyone more squishy, but I'm hoping these changes will affect high toughness characters more. The only problem I have with this is that high agility characters will benefit. However, it does make sense that if you don't get hit, you don't get hurt. Feel free to point out the myriad of noob mistakes I've made, and how it does not conform to lore and the such. I admit I'm fairly undereducated in the lore, but I'm simply looking from a mechanical point of view.
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