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TBeholder

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  1. Warhammer 40k Roleplay Armory v6.48.161023 has space Fighta-Bomma and Assault Craft (RT - Battlefleet Koronus); Ork Bommer (OW - Final Testament); Killa Kan, Deff Dread, Squiggoth Howdah (OW - Enemies of the Imperium). Other lists also show Warbike and Warbuggy (RT - Warpstorm 1: The Frozen Reaches); Warbike (RT - Into the Storm); Battle Wagon, Trukk, Warbike and Warbuggy (OW - core); Squiggoth and Gargantuan Squiggoth (OW - Enemies of the Imperium).
  2. And this implies that whoever came up with the question not only failed to perform a simple search (DDG image search, never mind pages, returns >100 "answers", and most are relevant), but also did not encounter the word "telescopic" before. Thus somewhat beats the benchmark.
  3. It's more ambiguous. RAW it just tells where to apply damage, but mechanically this doesn't matter without Critical Damage. Then again, neither does the damage type. It could be interpreted as A. damage to each affected location, thus effectively status applies per location too. Then it's left leg crippled(1), right leg crippled(2), 3 damage, thus if triggered at 0 Wounds applies Critical Damage effects as with separate injuries: 1 Rending to the left leg and 2 Rending to the right leg. Or B. it works as in earlier versions, but also if triggered at 0 Wounds automatically applies (N) Rending Critical Damage (debilitating effects) to all affected locations as if those were separate injuries. In which case it's crippled(1): left leg and crippled(2): right leg, so 2 damage, but at 0 Wounds suffers effects of 1 Rending to the left leg and 2 Rending to the right leg. It matters more if locations have different effects.
  4. I wonder whether this can be turned into something like faction system from Stars Without Number (present in the free version, so take a look). That's fast-play turn based strategy mechanics used to create "dynamic universe", i.e. factions acquire and lose resources, assets and territories, interact with each other and change conditions at "interesting" locations (attacks, pirate "blockades", building stuff, contracting external assets for a job, etc). Factions have Tags for unique properties, which can adjust opposing rolls, so there's less need in unique Asset types. "Tech levels" would need to be replaced with specific access lists, but other than this…
  5. Well, since the shot is scattering, rather than converging… This happens in arcades. 😁 Just try search [shotgun +pattern]. Diagrams vary, but 1. Usually spread is about 1 m wide close to the end of effective range. Choke/barrel length/load change mostly that effective range… 2. …because the distribution of shot is close to bell curve (unless it's suboptimal, i.e. something doesn't work right). Thus some of shot strays, but at low probability. 3. The common classification of chokes is simply by the density of patterns at the standard range: Of course, it does not work quite the same way for birdshot and buckshot, but the general principles are the same; also, while effect of strays is greater, they are less likely, since massive projectiles are more stable. Makes sense, but… <1m is not even average melee, it's closer to wrestling "range".
  6. Balance the encounter? What it is? In Warhammer one is not supposed to have "balanced encounters". One is supposed to think "how not to bite more than what can chew me". And pray.
  7. Indeed, it's a widespread procedure. Even basic shipboard facilities with adequate staff and medicae servitors should handle usual bionic prostheses. The deck gives +20 to all Medicae tests, it looks as good as commonly made? What IHB says about implants?
  8. Let's look from the other end. Barracks take 4 Space. Just like average crew quarters (Voidsman Quarters) on a light cruiser/cruiser or good (Clan-Kin Quarters) on a smaller vessel; light cruiser to cruiser crew numbers are in range 44-95 k. But of course soldiers travel with equipment, and aside of bunks, mess, etc some of this room must be given to exercise facilities, commissariat, their own brig, and so on. And as a hold type component, it should include bays for 4 shuttles. Looks about right - big enough for a regiment with all its baggage, but not much more.
  9. It's an abstract characteristic allowing to measure performance with one number. Thus if it doesn't work as it's supposed to between two simple cases, the first assumption is that coefficients are simply not set right. Of course, the comparison wasn't really correct: a real test should be inflicting a measure of attrition (e.g. rounds required to reduce number by half) on the same target for attack stats and suffering it from the same attacker for defense stats. We can say it's a meaningful measure and is used correctly only if it passes such a test. If we adjusted it so that for some input it works this way, but see that for other it doesn't (units are measurable in mowing down a mob as we expect them to, but their performance vs. a pack of sguigs is way off), then we need more variables.
  10. If so, this only means the numbers for supposedly equivalent Strength are assigned incorrectly, no?
  11. An Astropath legally is a member of Imperial Adeptus (except a specific one and compulsively without the right to resign), doesn't mean he won't count as a noble anymore. Probably won't be able to actually run anything because "duty calls", he got a full time job. But still a relative and potentially useful connection (especially if working for a Rogue Trader). As in, if a noble happens to serve in the Guard, and line of succession moves to him, presumably he (or some high-up back home) would have to petition for mustering out, so that he could be shipped back home to take that other job. Which may or may not be granted. In the Arbites or Administratum it may be easier to resign, but they can't just drop everything on very short notice either. But what would happen if the heir himself declines on account of "duty to the Emperor" (whatever the real reason may be)? Presumably, he will be skipped in succession, but still count as a member of family in every other way (and less threatening one at that, because not in the queue). With members of Adeptus Astra Telepathica the difference is that quitting isn't an option, "only in death the duty ends". Otherwise it may well work in exactly the same way: such and such is unavailable on account of duty to the Emperor (and may be not even in the same sector), write letters or something. In other words, if not disowned.
  12. …going to be more expensive/rare, which is easier to write as Good/Best Craftsmanship. I'd assume it's also fairly easy to add changeable electronic keys (since cognomen readers are so common people stick them on data-slates). Why not a portable cogitator? MIU gives a bonus, however. Also, the schismaticals can infect "any vox–aware device", servitors and augmetics of tech-priests.
  13. Called "vox". Stops only when they remember about security. If it has "integral comm-bead" or explicitly has remote use. Servitors and cyber-familiars are usually not wired, so when they are controlled, it's vox-link. The question is what capabilities are actually available (on both ends) in each case. The tech-priests explicitly can teleoperate some things — at least utility skulls and servitors with servo-arms, but those are obviously made to be used like this. From other DH skulls, Loud Hailer can receive vox, Augur can transmit data; again, it just makes sense that they are made with these capabilities. Constructer Interface allows to change programs of cybermastiffs and grapplehawks, "other constructs may only report data". And, of course, many cyber-constructs are equipped with microbead, so as much as they can be given verbal orders, they can be given the same orders without having to find that thing and shout at it. But if there aren't any, it probably can be installed by any competent tech-priest. Just remember encrypted ones are Depends on the terminal? It may be made to be accessible from anywhere around, or to be secure.
  14. Hmm. Medic is better as a medic mostly due to medical comrades and having Fieldcraft aptitude (thus cheaper advances). What would help using the approach of OW/DH2 is more medical and synergetic advances (Talents and Orders) tagged with Perception and Fieldcraft aptitudes (and/or involving Perception based rolls). Unfortunately, they threw most skills into trash compressor rather than restructure, or there would be more possibilities for this. A med-techpriest obviously is a valid build, but IMHO from common sense, this should be limited as to where they can serve. Bases, Mechanicus related units, operations that require attention of a Genetor. Speaking of whom, Genetor from Into the Storm could be converted into an Advanced Specialty, too. :)
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