|
Jack B Nimble posted:Only war is going to be great. I hope to play a Sargent and I can't wait till I start second guessing choices that get good men killed (Comrades are a fantastic idea because they allow the GM to bring much more lethality into the game without it being a total dick move). If you get the same skill twice, you get it at the trained (+10) level. Gettin the same aptitude twice let's you pick one characteristic based aptitude that you dont already have and getting the same talent twice gives you a 100 extra xp to use at chargen. The first rule of Only War is that competency be damned.
|
# ¿ Jan 21, 2013 05:51 |
|
|
# ¿ May 16, 2024 08:04 |
|
Jack B Nimble posted:Still, If I were deciding such things, I might consider upping it's rarity, or reducing it's capacity. It just seems like right now if you can shoot well, it's the obvious choice. But then again I've always highly valued all las guns' ability to not need new ammo. The obvious choice is actually the sniper rifle since it has longer range, higher damage, higher penetration, different ammo types and a silencer and the only thing you lose is Felling and a clip size cut in half.
|
# ¿ Jan 27, 2013 14:39 |
|
Jack B Nimble posted:You guys are right. You've forced me to admit that I don't really consider what special ammo can bring to a gun, since in my head when I think of 40krpg I think of Sanford and Son in space. Like I never really considered "you could kill a ton of regular dudes with that bolt gun, if you don't mind spending almost 500 thrones to do it!". This isn't really a point since every game after Dark Heresy has ditched using actual money.
|
# ¿ Jan 28, 2013 14:30 |
|
Liesmith posted:
Pariahs are like the exact opposite of people with psychic potential.
|
# ¿ Feb 6, 2013 05:56 |
|
Jack B Nimble posted:Does anyone else think the shotgun rules in Only War aren't written correctly? I'm unhappy enough with the return to pre-BC scatter, but the listings for shotguns and shotguns (pump action) just make no sense. And if the "shotgun" is actually the old side by side from the previous game, is that the gun the Weapon Specialist can choose? The GM screen lists Scatter using the BC rules anyway so I just chalked it up to FFG copy-pasting a lot of the rules and not bothering to properly check and edit them (again).
|
# ¿ Feb 11, 2013 16:41 |
|
Jack B Nimble posted:Reigmental stuff I'd just like to point out that the Departmento Munitorum Manual (and the Imperial Infantryman's Handbook) has an entire section on Regimental organization and it bascially boils down to "who the gently caress knows, theres so many regiments out there that no standard exists." A regiment can have anything from a single company to thirty companies, and the sizes between squads, platoons and companies varies wildly.
|
# ¿ Feb 15, 2013 21:20 |
|
Jack B Nimble posted:That's completely true, I agree 100%. What I posted was just one way it could work, and based on what I read it might be considered a sort of default organization, like maybe the way the Cadians (and therefore many other regiments) do it. That's one thing I hope I can convey to my GM; I'm not telling anyone it HAS to be this way, but the structure I posted is fully realized and it functions logically. I think it's better then a GM just waving away issues of authority or logistics. So basically nothing says the Regiment has to be this way, but if a GM doesn't want to come up with their own structure this one will work. Actually, the example they use is a Cadian Regiment and they note that as it has a strength of around nine and a half thousand fighting men it's really loving small for a Cadian regiment. This of course won't be possible with a regiment of three companies of a couple of hundred men each.
|
# ¿ Feb 16, 2013 00:21 |
|
|
# ¿ May 16, 2024 08:04 |
|
Imperium Maledictum will almost certainly get a Rogue Trader supplement one day after they get the Inquisition and the AdMech out of the way
|
# ¿ Feb 7, 2024 03:02 |