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LuciusT

Thoughts of the Final Week

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I must say, I'm really impressed by the level to which FFG has incorporated feedback. I have just a few final suggestions, most of which I've made before but I think bear repeating.

All specialities should have Common Lore: Imperial Guard as a starting skill. Seems to me the kind of "basic training" everyone would recieve either formally or by associating with the Guard for a long enough time.

The Sergeant specialty should also have Common Lore: War as well CL: Imperial Guard as a starting skill. Sergeants should really know what's going on and have a solid grasp of the rules and regs.

Regiment Doctrines which grant Aptitudes are "better" than those which don't.

I would like to see some clarification on how Specialist Equipment, specifically weapons, interact with the Standard Kit and Main Weapons. (Does an Orgyn get issued or Lasgun or not?)

We need to know how much ammo Specialist Equipment weapons recieve.

Comrades could still use some work. At the very least, I think "Covering Fire" should be an order which all Comrades can use instead of being a special talent bought by Sergeants. I'd also love to see Comrades be able to Assist their Specialists on skill checks (maybe granting a +5 on skill checks).

Those are my thoughts…

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I agree with both post above plus Adversaries&NPC chapter needs your closer look FFG. My small suggestions: 

Now when we have lasgun with variable setting Chaos RenegadeI Militia can have them again instead triplex. 

Ork BS - they are horrible at shooting = no Ork [except Gretchin] should ever be better than BS 25. 

Weirdboy has too many wounds, should have 25 [he is not bigger than a Nob].

Ogryns S/T bonus is still too low, should be 4 not 2. They should have at least 30 wounds.

In Chaos section I would remove Hulking Chaos Mutant and replace it with something more original than corrupted Ogryn [in fluff it is almost unheard unless we speak of Plague Ogryns - Papa Nurgle can corrupt everything :)].

Since all NPCs except servitor can be made from character creation rules I would also advocate to remove them and add unique ones like Administratum cleric, Munitorum officer, Sister Hospitaller, Skitarius etc.
 

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Oh, and one more thing… What is up with Heightened Senses (Hearing) for Psykers? They are not Astropaths! The talent makes no sense. I'd suggest replacing it with Warp Sense, or Resistance (Psychic Powers) or even just Meditation… something which makes more sense for the Not Blind psyker than Heightened Senses (hearing).

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My 2¢:

Operators should have 8+1d5 wounds, I don't see a balance or fluff reason for them to be so squishy.

Purity Seals do what now?

The sample regiments should be in line with the regiment creation rules. They are badly out of step at this point.

The shift to 26 + 2 equipment points per excess creation points is a bad move. Keep it at 30 and add 5 equipment points per leftover creation point. Or have leftover creation points actually add +2 to the regiments requisition rating.

Storm Troopers not having Storm Trooper Carapace armour seems silly, why not common craftsmanship? Sure, it's powerful but nothing like as unbalanced as the power armour/non-power armour divide that is present in every other 40k line. Or worse, the Space Marine/Mortal divide in Black Crusade.

Backpack ammo supply. Fix it. I suggest an ammo capacity equal to it's weight in magazines +10%. Oh, and fix the Hotshot las ammo issue. As is they are useless as anything but a garrison weapon. No one would ever go into the field with a 30 shot weapon.

It's been pointed out that in several places the skills/talents have had the text copy-pasted from Black Crusade such that the fluff or rules is now a poor match.

Nit picking aside, I'm really looking forward to the print book. I think you guys have done a great job with this one. gran_risa.gif

 

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It seems odd that most classes have 6 Aptitudes yet some have 7 and the Enginseer has 8. I would reccomend normalizing all classes to 7 Aptitudes.

Camaleonine should work in line with the rest of the RPGs. Counting as Extreme Range when stationary even when being fired at point blank is both ridiculous and overpowered.

With the change to how Medicae works, Master Chirurgeon has become confusing and almost useless, and should be edited.

The Character Sheet should be redone. There is no room for Aptitudes, no place to write down the Logistics Rating and it both uses too much toner and is very hard to read stuff written on it with a pencil.

Recon and Hunter-Killer regiments get so little equipment that they need to invest many of their Kit points just in having decent armor and weapons, and unlike Armoured regiments, they don't have the excuse of being inside a tank.

Operators don't know where to put their Comrade when they pilot a single seat vehicle such as a Sentinel. Perhaps one of their Comrade Advances should be changed.

Willpower having Psyker as a secondary aptitude seems too restrictive, since it makes Willpower advances extremely expensive for almost anyone and only cheap for a single class. Perhaps it should be switched with Defense.

There are non-specialist skills that shouldn't be usable untrained, most notably Tech-Use and Psyniscience. Also, Demolitions should perhaps be split from Tech-Use and made into its own skill again. It just doesn't fit well.

It is nice that the M36 got variable settings, but so should the other Lasgun variant like the carbine and the bull-pup. Perhaps it should be made a rule that applies to all Basic (and possibly Pistol) las weapons unless otherwise specified.

 

Can't think of anything else at the moment, but I'm sure there's more.

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Emperor Castaigne said:

Emperor Castaigne said:

 

I'd like it if they considered some of the changes I suggested in the thread Some thoughts on Regiment Creation.

 

 

Forgot the link, sorry.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=306&efcid=3&efidt=690826

 

This^   As well as: Sargents and Commissars need their roles flopped.  Unless I sit there and explain, the 'real man' player picks the sargent thinking it's a combat monster, and the 'real roleplayer' picks the Commisar thinking to be party leader, and then both complain because their character doesn't do what they want them to.

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BaronIveagh said:

Emperor Castaigne said:

 

Emperor Castaigne said:

 

I'd like it if they considered some of the changes I suggested in the thread Some thoughts on Regiment Creation.

 

 

Forgot the link, sorry.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=306&efcid=3&efidt=690826

 

 

 

This^   As well as: Sargents and Commissars need their roles flopped.  Unless I sit there and explain, the 'real man' player picks the sargent thinking it's a combat monster, and the 'real roleplayer' picks the Commisar thinking to be party leader, and then both complain because their character doesn't do what they want them to.

Sarge can be combat monster and a leader. Commissars aren't leaders per say, they're there to make sure no corruption and cowardice happens on the battlefield. However the Sarge has 2x starting xp. If they can't make a combat monster out of the Sarge, then they fail at the game. Commissars on the other hand can be a leader, they have command. 

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BaronIveagh said:

 

Emperor Castaigne said:

 

Emperor Castaigne said: 

I'd like it if they considered some of the changes I suggested in the thread Some thoughts on Regiment Creation.

 

Forgot the link, sorry.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=306&efcid=3&efidt=690826

  

This^   As well as: Sargents and Commissars need their roles flopped.  Unless I sit there and explain, the 'real man' player picks the sargent thinking it's a combat monster, and the 'real roleplayer' picks the Commisar thinking to be party leader, and then both complain because their character doesn't do what they want them to.

 

 

So the guy who wanted the melee monster picked the guy pointing forward and giving commands while the guy who wanted a leader picked the one with a bolt pistol in one hand and a power fist in the other. If they have any complaints it is no one's fault but their own.

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If you're picking without reading the differences in an RPG of all things then honestly you can't complain. Even if it does turn out that is what they did unless their GM is an extreme *expletive* then he'll probably let them re-roll.

Between the picture, the description, and the actual mechanics it is perfectly clear what type of character each specialization is supposed to be.

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I can easily see a Big-Mek crossing over that line. Half of them get some rather spectacular weaponry and they're a bit more into using the thing right an propa than most other orks.

Tankbustaz I could easily see hitting 30 or so too

That's still lower than what imperial specialists would do, despite being on elite or master types.

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Agree with a lot of the above.  And just wanting to second that Ogryn still don't come close to what they should be.  DEFINITELY need more options for higher Unnaturals, whether this is by replacing Comrades to represent a young, growing Ogryn, or by making them better from the get go, it doesn't matter.  But Ogryn are supposed to be as big as even many of the largest Ork Warbosses, which are huge.  Right now, Ogryn are basically just gene bulked humans, and not much more.

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BaronIveagh said:

Emperor Castaigne said:

 

Emperor Castaigne said:

 

I'd like it if they considered some of the changes I suggested in the thread Some thoughts on Regiment Creation.

 

 

Forgot the link, sorry.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=306&efcid=3&efidt=690826

 

 

 

This^   As well as: Sargents and Commissars need their roles flopped.  Unless I sit there and explain, the 'real man' player picks the sargent thinking it's a combat monster, and the 'real roleplayer' picks the Commisar thinking to be party leader, and then both complain because their character doesn't do what they want them to.

You don't get much more combat-y than Sarge if your Spec is supposed to pull double duty. Both specs you speak of are pretty close in performance, both as leaders and as walking meatgrinders - Commissar is slightly more choppy, Sarge is more survivable and gets the best group buff options in the game.

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