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So, how do the people who have played the demo feel about using the Black Crusade RoF modifiers (+10 single shot, -10 full-auto) in this game (as opposed to the first three games' +10 semi-auto, +20 full-auto)? People seem to like those modifiers in BC because it encourages movement in combat and discourages standing in one place and firing full-auto for the whole encounter; but in a military game it seems to me that full-auto weapons fire would be a necessary asthetic element. How did it play out? Does it put heavy weapons specialists (armed with, say, a heavy stubber) at a disadvantage?
My 'fan-created content':
ARCANA ARCHIVE
NEW XENOS
ENCYCLOPAEDIA CALIXIA
MORE SPACE MARINE NAMES
DH CAMPAIGN JOURNAL: THE VERMILION CODEX
Has anyone noticed the difference between the Ogryn in 11th Hour and the reprinted Ogryn in the extra characters? Short of it saying 'revised' next to his name, i can't see any other difference…
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
I think it's because the full PDF has been revised as well.
BYE
The views expressed in the above post are my own viewsunless stated otherwise I do not, in any way, shapeform, speak foron the behalf of Fantasy Flight Games.
Writing Credits so far: The Lathe Worlds, The Lathe Worlds - The Lost Dataslate, Only War, Hammer of the Emperor, Tome of Blood, Tome of Fate, Tome of Excess, Church of the Damned.
There are no female Space Marines. Don't believe me?
Gender & Appearance
Due to the special nature of the zygotes that make up a Space Marine's geneseed, all Space Marines are male. - Deathwatch, Core Rulebook, Page 28.
So enough with the Female Marine threads…
H.B.M.C. said:
I think it's because the full PDF has been revised as well.
BYE
Would you care to elaborate on that HBMC? I'm more curious as to why the Ogryn is printed twice at all if there is no difference between them, when in all previous sample games from FFG there are 4 characters in the adventure and then 2 extra characters for a total of 6. Only war has 7 printed characters with a duplicate.
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
Adeptus-B said:
So, how do the people who have played the demo feel about using the Black Crusade RoF modifiers (+10 single shot, -10 full-auto) in this game (as opposed to the first three games' +10 semi-auto, +20 full-auto)? People seem to like those modifiers in BC because it encourages movement in combat and discourages standing in one place and firing full-auto for the whole encounter; but in a military game it seems to me that full-auto weapons fire would be a necessary asthetic element. How did it play out? Does it put heavy weapons specialists (armed with, say, a heavy stubber) at a disadvantage?
Full auto was always broken.
It was, however, kinda cool. So.
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
Kasatka said:
H.B.M.C. said:
I think it's because the full PDF has been revised as well.
BYE
Would you care to elaborate on that HBMC? I'm more curious as to why the Ogryn is printed twice at all if there is no difference between them, when in all previous sample games from FFG there are 4 characters in the adventure and then 2 extra characters for a total of 6. Only war has 7 printed characters with a duplicate.
The revised version of the Ogryn has different skills, if memory serves.
@Kasatka
The two PDF-Ogryns are the same because someone was intelligent enough to include the errata'ed version into the PDF of 11th Hour. Presumably, it's the hardcopy Ogryn that's different.
@Full Auto
As has been said, I definitely like the new Full Auto. Firstly, it's IMO a necessity to keep the PCs alive - consider this: An orc Big Shoota deals 2D10+5 damage (Pen0), with a fire rate of -/-/10. The orcs have a BS of 26. With the old rules, that means about a 36% chance every round to deal two or more hits, likely instant-killing a guardsman. Um… no, thank you?
Secondly, if you set up the attack just right, you can still have a devastating full-auto burst - just spend a full action aiming before doing so and do it at close range. I assume that in addition, the Officer specialization (assuming there is one) may be able to award bonuses like a Rogue Trader can.
Ceterum Censeo Dezmond Ignorandum Esse.
Cifer said:
@Kasatka
The two PDF-Ogryns are the same because someone was intelligent enough to include the errata'ed version into the PDF of 11th Hour. Presumably, it's the hardcopy Ogryn that's different.
Thanks Cifer, that makes sense.
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
Please explain the RoF and Pen statistics for weapons. I want to run the adventure but can´t find any explanations in the rules section of the adventure.
For example the Ripper Gun:
RoF: S/-/6
Pen:1
Without Signature
RoF is how many shots a weapon fires in an attack action.
S/-/6 means it can fire in a single shot (the S), can't fire a semi-auto-burst (the - after the first forward slash), and fires 6 rounds in a full-auto burst (the last number.
S/-/- denotes a weapon only capable of firing in single shot mode, while -/-/10 would be a weapon only capable of firing in full-auto mode, firing 10 shots when it did so.
The shots fired determine the maximum number of possible hits in a burst fire attack, and the amount of ammunition used up with the attacks (single shot mode of course using 1 shot).
Pen is a negative modifier to the target's armour. If the target has 3 AP, a Pen 1 weapon will treat them as only having 2 AP. It doesn't subtract from the toughness bonus, so Pen in excess of armour, or against unarmoured targets, is ignored.
Thanks for the good explanation!
For full-auto mode with -/-/10. Would I roll a skill check 10 times? And roll for damage 10 times?
I guess that in the complete rules, one can fire at different targets with full-auto mode?
Without Signature
No, when you make a Full Auto attack, you roll the attack once. The amount of degrees of success you get is the amount of shots that land on the target. Don't forget any penalties/bonuses you are getting on the attack.
Once you know how many hits are landed, then yes, you do roll damage that many times. You don't add it up, and apply each shot as damage to the target.
Pen lowers the effective AP of the target. If I have a weapon with 1d10+3R pen 2, S/-/6, and I make a full auto attack, and get 4 DoSs, (and assuming my target fails to evade), I would roll 1d10+3 4 times. If the target had AP 4 on that location, he would effectively only have AP 2 + TB for reducing the damage I dealt.
If my target dodged, and had 2 DoSs vs. my 4, then only two shots would land (this is how dodging full auto works). My target would need a full 4 DoSs on dodge to avoid the attack.
Full auto can be used to hit nearby targets, and it would actually be part of that initial roll. Once again, the thing is, no, you don't make 10 attack rolls with a S/-/10 when firing full auto. Just up to 10 damage rolls (if you're lucky).
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