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Do any NPCs as statted actually have the Toxic trait?
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# ¿ May 19, 2013 15:06 |
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# ¿ May 16, 2024 05:53 |
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Except they have a mechanic for that, it's having the toxic trait applied to their natural weapons. There are quite a few things with that as far as I recall. It makes a sort of sense if it's meant to be acid blood and applies only to melee, but even then it seems stupidly powerful. Toxic (2) giving a -20 toughness test to deal d10 past armour and toughness? Per hit? That's potentially a seriously bad day for most things that aren't space marines. Imagine a human character only discovering it after their lightning attack has already hit three times.
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# ¿ May 19, 2013 20:27 |
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unicr0n posted:For every 15 points of damage we remove 1 damage from magnitude. I'm not sure where this is from. Each hit that would cause damage does one magnitude damage. It represents you blowing a guy into chunks with a heavy bolter shell. The amount of damage the hit does is largely irrelevant as long as it's enough to beat the toughness and armour, each hit kills one dude who is not important enough to track an HP total for. Except in your case, it would be two because of the trait. So, you hit 6 times, each causing damage, with a bonus point of magnitude damage for each hit, causing 12 magnitude damage total.
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# ¿ Jun 6, 2013 01:08 |
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Explosive does an extra point? I did not know that. edit - Wait, poo poo. Is it even consistent across games? goatface fucked around with this message at 01:30 on Jun 6, 2013 |
# ¿ Jun 6, 2013 01:27 |
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Use superior mobility against them. Attack to draw the Kill-team out, then withdraw as soon as they arrive. If they don't take the bait, then the Tau attack succeeds and there's a massive pressure on them to respond next time. If you can force them to be constantly relocating, always having another crisis halfway across the battlefield to respond to, you can deny them downtime they need to recover and reconsider their tactics. They don't need to be dead to lose.
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# ¿ Jun 19, 2013 22:10 |
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Full auto only works out at being -10 to your BS, and weapons with full auto normally have range enough to remove the problem of range penalties. Then there's a talent for Heavy weapon specialists that allows their comrade to improve their aim, and pinning is more effective with full auto suppression. Pinning can be really important. Of course, it's not like they have the chance to pick weapons very often anyway. You're a grunt, you get what you're given and have to justify every reload.
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# ¿ Jun 20, 2013 00:48 |
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You probably have a few cargo lighters, a few halo barges and maybe a couple of larger troop transports, but nothing significant. You won't have any actual small fighter craft unless you've got a proper small-ship landing bay that actually takes up weapon or hold space. Basically, stuff to move you and yours around between ship and surface, but nothing you'd want to take into a fight.
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# ¿ Jun 24, 2013 01:38 |
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It's all abstract and largely hand-waveable to fit in with whatever the story demands. So, you can move (almost) anything from surface to orbit without problem, if there is no pressure. If there is a time limitation, you have enough cargo capacity to move it in as much time as the GM thinks will make things interesting.
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# ¿ Jun 24, 2013 01:54 |
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I might even go so far as to say that the Rogue Trader is actually the primary support character. Your special ability can only be used to assist someone else's roll, you gain a bunch of talents that enhance the capabilities of your allies in combat. You are "in charge" and are a potential social-combat monster, but you're significantly weakened without your crew and you should know it.
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# ¿ Jun 25, 2013 00:53 |
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They shouldn't have good battlemaps, battlemaps are for armies that care about their troops. Draw some half-arsed maps on a piece of scrap paper, then photocopy it a few times until it's barely legible (scanning it at too low a resolution works as well) and give them that.
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# ¿ Jun 28, 2013 13:27 |
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Essentially, the players should never get one, because they're meant to be super-duper-rare, centuries to construct, flagships of a sector, built only at the greatest forge world deals. A civilian in possession of one would probably be seen as a material threat to the stability of the region. Off the top of my head, they should probably be about 120 Hull, 22 Armour, 4 turrets, speed 4, manoeuvrability -5, detection +10, space 100-110, SP 80-85. Something like 1 Prow, 1 Dorsal, 3 Port, 3 Starboard slots? 3 or 4 void shields. Probably a bunch of bonuses against hit and runs and boarding actions due to the sheer size of it and redundant systems.
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# ¿ Jul 9, 2013 18:21 |
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Glitch the Gellar Field. Have it up, but occasionally flickering so that sudden, weird changes can happen around them.
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# ¿ Jul 19, 2013 14:26 |
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Does it limit your agility score, or just the bonus? I can't remember it being used for much other than Initiative (unless you're using Perception or Intelligence) anyway. Or have they decided to make it critically important now?
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# ¿ Jul 30, 2013 00:52 |
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Ah, of course. Yeah, having that limited at 2 would be an arse.
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# ¿ Jul 30, 2013 00:57 |
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That's almost a challenge I feel like taking...
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# ¿ Jul 30, 2013 20:10 |
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Weights and carrying capacity seem all out of whack. If we build a basic Arbite, they start with a Shotgun (5kg), Enforcer Armour (15kg) and some Manacles (1kg). They have some other stuff, but it's weightless, so 21kg before they make any of their starting acquisitions. Let's just give him a sword (4kg) for close combat and an autogun (5kg) for things at longer range. Final gear weight at creation is 30kg. A strength bonus 3 character has a carrying limit of 20kg before they count as encumbered. At 4 it's 30kg, and at 5 it's 60kg. At character creation you aren't meant to end up with more than 45 in any characteristic. Our guy is at his maximum weight limit already. If you're a guardsman, your strength bonus counts as 2 higher when calculating carrying capacity, so at character creation you could have SB6, a carrying weight of 120kg. You can probably carry more than the entire rest of your group combined. If you get your Strength to 50 (not that hard if you're a 'Warrior' or 'Assassin'), you can carry 250kg without issue. There is a distinct possibility that if you play with encumbrance rules, your group will require a guardsman just so they can act as a pack-mule.
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# ¿ Aug 1, 2013 14:48 |
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It says that standard ammunition for a weapon is as rare as the weapon itself, but I can't find anything about ammunition weight or whatever. I'd probably just assume they always have two reloads unless they're deliberately impeded from supply.
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# ¿ Aug 1, 2013 15:34 |
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It's a very complicated system for something that shouldn't be much more than a quick scribble of "very inconspicuous" on the GM's notes.
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# ¿ Aug 1, 2013 16:06 |
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Special ammunition, yes. I'm talking about the regular stuff. You might want to restrict things like bolter ammo, plasma flasks, melta canisters etc, unless your team have access to an Imperium facility that knows who they are, but I don't see the point in tracking the purchase of every las-pack and box of shotgun shells.
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# ¿ Aug 1, 2013 16:25 |
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An acceptable amount to both parties? It's not some set in stone thing, it's a general suggestion to give people an idea of how much ammo they have. It's a vague tool to stop people dropping into a pre-feudal society and then insisting they should have an infinite supply of bolter shells or plasma flasks because "the rules say so".
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# ¿ Aug 1, 2013 21:34 |
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Non-heavy Bolters now have pen 2, the same as a Hand Cannon and a Flamer. A plasma pistol has pen 12, a plasma gun has pen 15. Melta weapons have pen 12. It seems a little all over the place.
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# ¿ Aug 8, 2013 22:31 |
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There's just a huge gap between the low and high pen weapons. They've buffed melee penetration, a power sword now has pen 8 and a chainsword now has pen equal to your strength bonus, which is quite nice in my opinion. It makes a chainsword a formidable weapon that will chew straight through flak armour as long as you have a decent strength bonus.
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# ¿ Aug 8, 2013 22:58 |
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Mono now makes weapons Vengeful(9), which makes them RF on a 9+. A knife has a RoF of Agi-2, and a damage of 1d5+Agi. If your agility is 50, I think that means (if you hit every time) you could stab someone 12 times in a round, doing an average of ~8 damage per hit. That seems... powerful? edit - I might be misremembering something, I'm away from my copy of the beta and only have the update to work with.
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# ¿ Aug 9, 2013 01:45 |
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MaliciousOnion posted:Also keep in mind those fastest humans aren't wearing armour and carrying guns. Equally though, modern athletes aren't gene-gineered, prosthetically augmented, or on god knows how many different types of drugs (at least not the obvious ones). A fresh OW group or low level DH team might be a lot slower than an olympic athlete, but a high level team, a Rogue Trader command crew, or a bunch of Black Crusade acolytes? They might well be able to run a pro sprinter a close race, if not blow right past them.
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# ¿ Aug 17, 2013 00:28 |
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It would probably be an Arbite matter. They generally don't have their own warships to get around in, but they liaise with the Navy if they need them. High ranking Arbites can be in command over a wide region of space, so they could quite easily pick up on a pattern of traders and officials being murdered. If it's actual in-space crime, like someone blowing up trade vessels, that would probably be a pure Navy thing, with Arbites maybe providing intelligence support. Saying that, Inquisitors generally do whatever they want. So if they decide that finding out who's been executing nobles would be an interesting diversion, they do it.
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# ¿ Aug 17, 2013 15:21 |
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Other nobles or traders who think they might be next on the list also might hire some people to do the investigation for them.
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# ¿ Aug 17, 2013 16:56 |
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For something described as a "heavy slab of ceramite", suppression shields normally are remarkably lightweight.
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# ¿ Aug 26, 2013 12:10 |
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The aux. launcher should probably come loaded, possibly with a couple of extras. Weapon specialists also start with 4 extra grenades. If we build a grenadier regiment where the regimental favoured weapon is a grenade launcher and the regiment has well provisioned as equipment doctrine, you could quite easily end up with a weapon specialist carrying 4(specialist)+2(grenadier)+2(Well provisioned)+1(aux launcher)+6(grenade launcher)+12(two reloads)+2(additional frags at regimental creation) = 29 grenades. And that's before they've made any requisition rolls or received mission equipment.
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# ¿ Aug 27, 2013 13:20 |
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That's why you never have one person carry the whole squad's supply of detpacks.
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# ¿ Aug 27, 2013 16:14 |
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It's more that they'll also probably kill everyone else within 30 metres.
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# ¿ Aug 27, 2013 16:38 |
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SP weapons are meant to be the cheap, chearful and common ones, so until you hit the heavies their stats never get that good (apart from outliers like sniper rifles). There's a variety of special ammunition you can use to give autoguns and shotguns improved stats though. Modified bolter shells can be used in shotguns to give them 1d10+5E, pen 4, tearing, +30 range, but at the cost of scatter and a step down in reliability. Some of those in an automatic shotgun is pretty nice, arguably heretical though. Manstopper rounds can give an autogun pen 3, but that's about the best you're going to get The only SP weapon I can think of that approaches hellgun/plasma gun levels is the (Rogue Trader) Ripper Pistol, which is a semi-auto pistol with penetration 7 and the Tearing and Toxic qualities. You can't put any special ammo in it though.
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# ¿ Sep 4, 2013 12:25 |
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Quick skim of books suggests that's how they work in every game. Crit 2 on a leg followed by 3 damage to an arm means crit 5 on the arm. Most games have the option of/recommend that generic enemies follow the "sudden death" critical rules, where any critical outright kills them. Only significant enemies should actually have to work their way down the crit table. Just assume the party are walking around and executing the unconscious/massively wounded enemies before they leave.
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# ¿ Sep 7, 2013 12:32 |
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He should get a +30 for only wanting one (page 272), because it's not in the unique and near-unique class (page 276). Unless of course the GM has decided that the item is equally difficult to find in bulk and scale modifiers shouldn't come into it. goatface fucked around with this message at 15:39 on Sep 7, 2013 |
# ¿ Sep 7, 2013 15:34 |
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Essentially yes, by design. Rogue Traders are meant to be some of the richest people in the galaxy, their command staff can quite easily have personal armouries worth more than a small starship. Given access to a large marketplace and sufficient time, they should be able to purchase almost anything they desire. It becomes more difficult when you're outfitting an army, or attempting to purchase large military items like combat vehicles, small craft or torpedoes, trying to acquire something rare in a very short amount of time, or shopping for high-technology on backwater planets. Or if you just want a LOT of something for plot purposes.
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# ¿ Sep 7, 2013 16:06 |
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Astropaths don't get it until rank 6, Navigators rank 5, Rogue Trader rank 4, Void Masters rank 3. They all start with universal pistol instead.
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# ¿ Sep 7, 2013 21:48 |
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I'm contemplating an Only War game where the party are members of an Imperial Navy Marine boarding team, specialising in the capture of pirate and rogue vessels (so they can be refit or sold to the highest bidder). I'm looking for opinions on a few things that I think would be necessary, but there aren't analogues for in Only War, and so I've pulled across and modified some stuff from Rogue Trader. pre:Void Armour: Essentially a lightweght void suit with embedded flak plates, void armour is not designed to allow for extended extra-vehicular operations, but can provide up to 90 minutes of breathable air when required. The suit is designed with combat in mind and has limited self-sealing capabilities and features an attached sealant kit to allow for larger scale emergency repair. When struck by an attack that would breach the suit, there is a 50% chance it will seal the damage before significant air-loss. If the self sealing does not operate, a full round action will seal the suit, but must be carried out before 5 rounds have passed or the damage will spread and the air loss will be too large to manage. The helmet can be worn open or closed and features an in-built microbead and chrono. Void Armour provides 4 AP to the arms and legs and 5 AP to the head and torso and weighs 15 kilos. Void armour provides a +10 bonus to intimidate against those who live on-board ships and stations. pre:Regimental Favoured Heavy Weapon: Naval Automatic Shotcannon Heavy 40m -/3/6 2d10+4I Pen 0 Clip 24 Rld 2Full Scatter, Inaccurate 18kg Rare At its core a huge automatic shotgun, yet significantly more refined than an Ogryn's Ripper Gun, the Automatic Shotcannon fires huge shells that can turn a man into so much red mist. Almost unheard of outside the Navy, these weapons are favoured for their heavy rate of fire and superior effect lightly armoured foes, while lacking the potential to cause significant systems damage that is found in most heavy weapons. The Shotcannon is not a heavy weapon because of its weight, but because of the huge recoil generated by its massive ammunition. pre:"Boarding Knife" Somewhat closer to a machete than a standard combat knife, this long but extremely well weighted blade has a wickedly sharp edge to slice through void suits on even a glancing hit, and is heavy enough to hack apart any crude barricades thrown up as part of a defence against boarding parties. Melee 1d5+4R pen 2 Balanced, Mono 1kg
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# ¿ Sep 8, 2013 01:11 |
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I was basing it off the Pressure Carapace in Hostile Acquisitions, which has a 50% chance of avoiding a suit breach (or a 100% chance if it's good or best quality) but has no stated air-supply limit or agility penalty. I'm trying to avoid giving it any significant drawbacks because it's their standard armour, it just happens to be pressure sealed and with a full-face helmet visor that can be opened and closed. They're based off Drop Troopers, exchanging the grav chute and respirator for limited EVA potential. Maybe I should just drop it back to a flat 4AP, remove the self-sealing and give it a standard in-built rebreather (which would make getting replacement air-tanks easier). I really just don't want them to think of fighting in a vented room, shooting a hole in the wall, or travelling along the surface of a ship as a really stupid idea. A bad idea maybe, but not a suicidal one.
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# ¿ Sep 8, 2013 16:00 |
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Yeah, his primary defence isn't his armour, it's his toughness. He should be walking straight into the fire from the high-pen/low-damage weapons that the rest of your party are scared of like it's no thing, because to him it isn't.
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# ¿ Sep 9, 2013 16:07 |
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If his build is right, he could probably do it. Frenzy + hatred + best thunderhammer + size + all out attack could well see his to hit go over 100, furious assault would get him a second hit at the same target number to put down 4d10+8+4*SB damage. If he really wanted it - and had the talent - he could burn a fate point on Wrath of the Righteous to get one of those attacks to maximised damage + RF. Should be well over 30, pen 10 from the first attack, call it 15 damage after toughness etc. Do the same with the second and that should shake even a warboss. Hell, he might even get one of the fate points back for dumb heroism. goatface fucked around with this message at 22:56 on Sep 10, 2013 |
# ¿ Sep 10, 2013 22:54 |
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# ¿ May 16, 2024 05:53 |
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Have you taken any Machine of Flesh upgrades yet? Tough Hide (2 natural armour), Brute (Strength and Toughness +10) and Feels no Pain (+5 wounds, Iron Jaw) would seem like the obvious choices to improve survivability.
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# ¿ Sep 12, 2013 14:04 |