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Anyone else think this doesn't make much sense? Some points:
Stub Autos should be made 5 points and reduced to Common or Plentiful. It should only take 5 points (or less, since both are Common) to replace a Laspistol with a Lasgun, Autogun, Lascarbine, etc. Replacing a Lasgun with a Shotgun really shouldn't be so expensive since there's plenty of downsides. Technically, it'd be slightly cheaper to just get an additional Shotgun. But with how it is now, most GMs would just see that as being 'sneaky'.
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Shotgun is way more versatile than lasgun due to different ammo.
And her beauty was all the more perfect and serene, preserved forever in that great glacier of ice.
Given regiment creation is very much a group effort, a GM should be able to use whats in the book to take certain goals/ideas into consideration.
That said, getting a sidearm is fairly significant; a very large portion of IG regiments do not have that luxury.
Still, at the end of the day, upgrading the regiments armour to best craftsmanship is still an insanely cheap and effective strategy. Its basically spoiled me and my gaming group to the idea of taking anything else in the system. Its just so effective that it can never be taken off the table as an option.
They didn't add autoguns as a standard weapon option? That's dissapointing.
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I can understand that, but please understand that a Laspistol is cheaper than a Stub Automatic despite being superior to it. This is bad for a regiment that doesn't use Las weapons, but SP weapons.
If you boosted things by craftsmanship, doesn't that just up availability? Oh, it would be cheaper I guess.
Yeah, I guess it should be taken as a guideline since the "Add an item' option does not distinguish between whether it's a piece of armor, weapon, tool or wargear.
Frankie said:
I can understand that, but please understand that a Laspistol is cheaper than a Stub Automatic despite being superior to it. This is bad for a regiment that doesn't use Las weapons, but SP weapons.
If you boosted things by craftsmanship, doesn't that just up availability? Oh, it would be cheaper I guess.
Yeah, I guess it should be taken as a guideline since the "Add an item' option does not distinguish between whether it's a piece of armor, weapon, tool or wargear.
Doesn't the stub automatic and stub revolver have the ability to be more versitile, though? They have more different types of ammo you can equip them with.
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I do not speak in any official capacity for FFG, all my posts are my own opinion, speculation, etc.
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They have different types of ammo but I don't think that really justifies the higher price for an inferior weapon. Unless you can get your hands on the other ammo. They're not part of your standard kit so you can't expect to get them often. Maybe 8 points total ould be fine if that included the price of non-standard ammunition, but it doesn't. Besides, las weapons can take hot-shot magazines too so that's moot.
Frankie said:
Anyone else think this doesn't make much sense? Some points:
Stub Autos should be made 5 points and reduced to Common or Plentiful. It should only take 5 points (or less, since both are Common) to replace a Laspistol with a Lasgun, Autogun, Lascarbine, etc. Replacing a Lasgun with a Shotgun really shouldn't be so expensive since there's plenty of downsides. Technically, it'd be slightly cheaper to just get an additional Shotgun. But with how it is now, most GMs would just see that as being 'sneaky'.
There's a few things about it that I don't really get and I've mentioned some of them on a previous thread. It would be nice to know their intention behind some of the decisions. Probably intend to expand it in Hammer of the Emperor.
The only shotgun mentioned is actually the 'Combat shotgun' which is scarce and would be 10 points acording to additional item section.
It's not an exuastive list So that being said I don't think it would cost more than 5 points to replace their main weapon with an autogun (or a normal shotgun or pump action) which is just not really used much by the IG in the TT and the Lasguns are a munitorium standard, it's more of a renegade thing, that doesn't mean I think it shouldn't be allowed, I think that's just why it wasn't included.
And a lot of the availabilities are different to DH, this I attribute it to being the guard logistics rather than the open market and in this case they use las pistols a lot and the logisitics are easier for the las weapons. At least the stub revolver is the cheapest of the sidearms.
For additional ammo I'd look at table 6-14 on page 192, i'd have thought that would be the cost for 2 clips but it's anyones guess (you and your GM's importantly).
Without Signature
Autoguns are such a rarity in the guard that adding it to your kit via the "add any item"at the bottom of the kit options is the best way of going about it. That said i agree that the availability of SP weapons is poor - improving Stub/auto weapons 1 step would rectify the situation.
A clarification about ammunition purchasing would also be great!
Finally anything added to your regiment kit becomes standard issue, and so is always available. This means if you minmax the regiment creation system you can begin the game with bolters and light carapace, for which you always have replacements (at least hat is how RAW explains standard regiment kit).
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
By improving, you mean decreasing it? Really, I do not see why players should be penalized for wanting their MW to be an SP weapon, especially when it's a Weapon Training option at chargen, since there will be players who want a autogun over a lasgun. :"Fluff" doesn't do it for me since it doesn't make sense with fluff, and it sure as heck isn't balanced.
https://docs.google.com/document/d/1jhrRDQA3N0uLq1VCtta3R2VX7V1aO5FWBtjnB_zf0CQ/edit Are rules I use for regiment gen.
I remember from old IG Codex (or somewhere) that had mention of Catachan Jungle Fighters regiment that used Autoguns in Armageddon's equatorial jungles. Only reason was that, as they were fighting Orks, they had to have weapons that made loud enough noise to get the Orks interested to fight them.
Open mind is like Fortress with its gates unboundopen.
I dunno, I think FFG simply hit the stub/auto weapons with the nerfhammer, so players can discover the humble lasgun. I mean, I saw autogun builds what rivalled boltguns in terms of firepower… So why would anyone take lasguns if you can have the better autogun? And since lasguns are the symbolic weapons of the IG, I can see why autoguns were messed up. Same thing what happened with the tech-priests, essentially…
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Yeah. It's really bad game design to force players to play in a certain way, like with the autogun being expensive for no reason other than fluff (which doesn't work as an argument anyway since the autogun would be their standard weapon, not a secondary weapon in a lasgun-wielding regiment)
The rules should always reflect the lore as much as possible, and the guard gets send tons of las guns because its easier for the munitorum to maintain those weapons as opposed to Sp weapons that needs alot of ekstra ammo. You can always see the availability difficulty as how hard it is to convince them to send SP weapons instead of Las.
Im not sure if the las pistol have any other rate of fire aside som S (single shot), but im pretty sure the stub automatic has got a RoF of 2 aswell making it semi auto and there for able to make supression as an action in combat. Supression from a side arm? that seems to be worth some extra points to me.
Without Signature. OH YEAH!?
Las weapons are easiest weapons to maintain as they have next to no moving parts and cheapest to produce. Chargepacks are easy to recharge from standard power sources and whole box of chargepacks, if you get your hands on one, contains more shots than box of autogun clips. More versatile than autogun through variable setting, remember you have to change autogun clip to benefit from differend ammo type, there isn't fireselector, as in lasgun you just flip switch. Lasgun and autogun have same damage, range and pen but autogun goes higher with RoF but just because you put more lead in the air doesn't make it better. FFG didn't hit autogun with nerfhammer but stayed true to the GW's canon as autoguns are more likely issued to PDF troops then IG regiment.
But remember there's always the Rule Zero. So if you want to start game with autogun wielding regiment the there's nothing to prevent you, as long as your get GM approval.
Open mind is like Fortress with its gates unboundopen.
Suppressive Fire doesn't really justify it, since Stub Autos are inferior in just about every other way, and frankly, SF isn't exactly impressive.
Lasguns get variable settings. At this point I'd say they're roughly equal.
Fluff is still a really bad argument choice if autoguns are the standard weapon in your regiment. Or if the nearby forgeworld the munitorium supplies you through produces autoguns over lasguns for whatever reason. And believe me, with all the generated regiments I've seen, there certainly isn't something like a 10:1 lasgun to autogun ratio. Now, does it make sense for them to be average if your main weapon is a lasgun? Sure. But not when your MW is an autogun, and everyone is taking weapon proficiencies for SP weapons over Las. When fluff doesn't stand as a valid argument for why a guard regiment should be penalized for 5-10 points, it's bad game design. Having to rely on a GM's mercy to houserule it doesn't make the system better.
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