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Lateinshowing

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Everything posted by Lateinshowing

  1. Base accuracy (given a BS of 30 or so, averageish) is here and there. It wildly depends on the various factors and the amount of time spend in aiming. So... if you spend your 5 second round firing only one shot (+10), it's in short range (+10), AND you spend half of your time lining up the shot (+10), yeah you're firing with a 60% chance to hit..... but it's only ever one hit with your lasgun. Say you want more. Semi-auto. Then it's 50/50, IF you aim and don't move. But what if you want to move? Then you've got 40/60. So the accuracy goes from rather high, hitting most of the time, to not hitting most of the time again. Hell, if the range were longer, the totals would be smaller. Aiming isn't always possible (especially full aiming which gives +20). Full-auto is great if you roll well, but gives -10 accuracy. But regardless... it's to balance things out a little, since in earlier games in the series, you got bonuses for firing more, and more chances to hit, to boot.
  2. A long-las will crush an ogryn's hopes and dreams without absolutely murdering him, compared to almost any of the other PCs that get hit by a sniper. Sending a sniper to shoot at him should get his attention. All of that UT gone from the long-las's felling, and all of that damage knocking huge chunks out of his wounds (cause you ALWAYS should be overcharging for max damage/pen).
  3. Yeah, it can fire semi-auto. So pinning tests are a thing. Full auto does it better, but forcing the pinning test is still good. And as for that talent, unless he's using a Plasma Cannon, that blast doesn't happen, since it modifies existing blast by +4, not giving a plasma weapon blast if it didn't have it before. It's still a kickass talent, making your plasma gun do 2d10+9 pen 10. But it does not give it blast unless it already has it.
  4. Some of the orders are great, some are meh. And regardless, you still have to buy them/qualify for them, so it does even out somewhat.
  5. Indeed, and if you combine that with the Do Not Wait For Death order (SoH. p. 112), which practically makes your comrades who are usually expendable throw themselves in front of the attacks, you have a perfect set up for getting mad, then ripping the hell out of people. Though.... if you like your comrades or of it's hard to get more (start of a missions away from the home lines or your regiment is one of the fewtm), that's probably not the best option.
  6. Yeah, two handed is a bit less represented, mostly since it tends to not get multiple attacks and has trouble parrying. However, for a priest, if you can get your hands on an Eviscerator and take chain expertise along with Crippling Strike.... you get to roll 4d10, dropping the two lowest, and if you ever Righteous Fury (which you will a fair amount), you'll roll 1d5+3 for crit damage. That's right, you have the potential for an 8, instant death potential.
  7. Playing as a Ratling...... social and combat monster really. They're a little less broken since they're EXTREMELY squishy and practically harmless in melee unless they go Trailblazer.... and even then. But given an accurate weapon, the ability to have their comrade(s) (not all at once until you get a lot of comrades, and even so, not all of the abilities listed): aim for them, deny the enemy a dodge attempt, add DoS to pen for called shots. There are more, but those are generally more social and I just listed the combat stuff. Soooo.... it's less the combat and more that accurate weapons are amazing and standard as part of their kit, their companions make them quite effective snipers (Sharpshooter is about the same, better in some cases too), and their specialties, like everyone's, can do some hilarious things when stacked with other things.
  8. Well, that might be something to do (add toughness to wounds). This actually affects the PCs more, since over all, it means they'll be taking more damage. Mind you, that's only for hits that penetrate armor but not toughness, but regardless, it means that the PCs will be plinked to death far more than the monsters they face. So it's more that it works both ways. Adding TB to wounds is a good start to help the PCs out.
  9. Well, it is interesting. It would mean that as long as you bypass it's armor, you at least do a point of damage to it. You'd have to adjust a few rules (since you'd always Rigorous Fury, assuming it didn't have an insane armor, since you'd punch through it, do a point and nothing more, then get a free crit). It would also make quite a few xenos have some of their bite removed, since a fair amount have crap for armor, but plenty of toughness and unnatural toughness. Would mean that they could quite readily be plinked to death..... when they really aren't that vulnerable (if that makes sense). So certain creatures that rely on TB to soak the damage, since their armor is kinda crappy and they don't usually have a stupid amount of wounds (Orks come to mind), you'd probably have to buff wounds for them, at least a little.
  10. I'd love to see something for the Schola Progenium classes (Commisar, Storm Trooper, and perhaps the psyker) and advanced specialties. Maybe something involving a few more talents on the weapons not already covered (I think Bolters are the only ones not covered). I'd also love to have something of a vehicle book as well, including local air superiority. (Eagles Above is an amazing title for that.)
  11. Yeah. Part of it was amazing rolls (commander of the Baneblade? Rolled two tens on my damage, splat. Driver? Got a one in one thousand, triple ten on my damage) and part of it was very, very, silly new rules. So much of the Shield is.... well, it's poorly balanced and worded in one way or another. The techpriest, who went Crimson Guard, can on a basic pass for an INT check, hit 2 times with servo arms (2d10+15 pen 10 each) and can easily roll low enough to hit with all of his other weapons. He has an once per encounter alpha strike that can slaughter most things regardless of toughness and wounds.
  12. Well how about this one. Session happened, we were house troops for a Rogue Trader, clearing out a planet of heresy that used to belong to a rival trader. Along the way when we were pacifying the planet a little, the resistance picks up and tries to liberate the city we were in. They sent a Baneblade..... One of the command crew then informed us our job wasn't to stop that super heavy monster, but to capture it, all 7 of us (12 if you include companions). We retreated into the city and let it come to us, along with 30 covering troopers.... who then ran into the mines we set up along the sides. My ratling sniped the commander who was out in the open, then proceeded to make called shots to the viewports of the driver and some of the gunners. The techpriest with servo arms (absolutely silly for damage if you ask me) then made a mess of the squishies in the interior. Time to kill all of the support troops and Baneblade crew after the ambush started? 2 or 3 rounds round. We CAPTURED a Baneblade in 10-15 seconds.
  13. And with the Shield and those specialties, Ogryns become freaking scary. They can use weapons like they didn't have clumsy, two handed rifles and melee weapons one-handed, get double DoS on full auto attacks, wield any heavy weapon......
  14. As said before.... I don't really think there's much to be done (aside from GM fiat) to expand the clip size. Customization wouldn't be allowed, since it'll pretty much never be a regiment weapon (unless you're all ratlings and agreed to it). But I also don't mind to a degree, since it's a pretty nasty weapon. Does stink that acquiring ammo for it can be a pain, since it's very rare. But get 5 rounds per 'clip' isn't too bad.
  15. Heh, it is rather insane. With enough DoS on your roll, along with the Tank Hunter Talent, it can be pretty good at damaging and taking out lighter armored vehicles. Does suck that it has a clip size of only 1 though. Not real good in combat that's extended, since you can't mod it (not standard kit) and the least you can reduce it to is a half action.
  16. I would say, because of that description "instead of Basic weapon" that it is one. I mean, the GM could fluff it as requiring a brace (like a heavy weapon), but otherwise, a Ratling would have to buy proficiency in it, as they don't start out with heavy proficiency. Again, player interpretation, not actual final say.
  17. *Shrugs* As said, I suppose you could fire it as a half action. But you are limited to only pistols with the compact upgrade. The Weapon MIU is quite a bit better rules-wise, in that it can be any basic or smaller weapon and can fire as a free action, and not as a reaction.
  18. I mean, I suppose you could have it be used as a regular weapon (taking a half action to fire). But then again, that sorta defeats the purpose of the mechadendrite when you can just wield the compact pistol yourself. So the answer would be yes..... but why would you do it that way.
  19. I know that's the spirit (and how almost all of these will be house ruled/Errata'd). But since it doesn't say: Order(Full Round), it's technically something that the main character does. I was just looking for some confirmation that they were worded terribly and need to be changed to Order(Full Round), which means the companion is spending the action rather than Full Round, which is the PC doing the action. Thank you very much for confirming the terribly worded blocks.
  20. Thank you very much. For the first question, sorry should have made it more concise. I was mostly just asking about basic weapons. What's the point of those for basic weapons? Fluff says accuracy. Other threads say it's a legacy thing from other books they failed to include. Either way, it doesn't matter too much for me. Heavy weapons though, I knew that part. Those two are very good for heavy weapons. Second question, we just house-ruled something similar. I mean, not like I want to get the extra's to hit (Ratling Sniper, I don't need any of that.), just the damage as I add more companions to the damage pile. But yeah, that helps. Third question... yeah, sorry, wasn't specific since there are quite a few things. For example, the Gun Lugger. Guiding fire says it's a Full Round action. But the words are, your companion puts down a line of bullets. Until the end of the turn, the Gun Lugger doubles his degrees of success on any BS skill test he makes to hit the target the companion marked. The way it is mechanically now, the companion does nothing with his turn and the Gun Lugger can't attack during his turn, spending it setting this up, wasting the whole thing. There are a few more examples of abilities only lasting a turn, being the character action and not a companion action, and having it fluffed as your companion does something to give you a bonus.
  21. They get it, but in a fashion that let's them chose. 'Weapon Training (choose 3 excluding Heavy and Exotic)'. So they get any three weapon groups of their choice. They're not locked into Las or Solid Projectile. Now...... that said, you can sorta screw yourself and not pick up Weapon Training (Any of the weapons you carry) and be awful at your starting gear..... but so be it.
  22. Hey there! Joined up here mostly so I could ask these questions, since the errata and/or the books themselves don't seem to offer explanation. Some of my questions pertain to the Shield of Humanity, whose errata isn't out yet, so that might be explained later. First off: Bi-pods and tri-pods (core rulebook, pg. 190) for basic weapons...... is there any point for them at all? For heavy weapons, it allows for bracing, but for basic, it seems to do nothing other than limit fire radius. Mechanics seem to say they're worthless (aforementioned firing radius restriction), though the fluff says 'improves accuracy'. Edit: Sorry about that. Looked and found some discussion in the forums.... seems to be a bit of fluff and also potential house-ruling, though it's potential since FFG hasn't said anything yet, as far as I know. Second: Lasgun Volley (Hammer of the Emperor talent, pg. 100). Problem I have is in the wording: For each Comrade who is part of any Ranged Volley Order this character issues, this character deals +1 additional Damage (to a maximum of +3 Damage) But the way the rules on multiple companions seems to read, I can only tell one of my companions to have a Ranged Volley. Words from the book: A Player Character who has multiple Comrades can issue Orders to each one, but can only give the Ranged Volley Order and Close Quarters Order (see page 270–271 of the Only War Core Rulebook) to one Comrade each Turn. What am I missing? Third, many of the Advanced Specalities in the Shield seem to have companion orders (by the way they're worded) as something the actual character does.... and in many cases, takes a full round to do and can only trigger before that character's next action. Shall I assume misprint? Might be more issues, but I'll stop there for right now.
  23. Also can't wait till the Errata comes out for the Shield. Plenty of things in that book that look a little wonky. Might bring up a lot of questions/clarification on the question section.
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