| Register Now | |
| My Points | |
| My Games | |
One of my PC's has got hold of a set of Terminator Armour. Im starting to regret my decision to let him have a suit as it has become even harder balancing combat for all the PC's. He is a walking tank and little of what I throw at him actually does any damage or even threaten him in any way.
Im wondering if anyone else had got any experience with PC's walking around in Terminator Armour. Im finding it difficult to balance things and could do with some advice.
| Page 1 of 1 (12 messages) | 1 |
Let's look at disadvantages of Terminator Armor, which means that the character in it is a sitting duck. +10 to hit, a -20 to agility and no dodges and only 14 armor if I remember it right. First off anything with High Pen to eat up a lot of that soak is good, second are other high damage multiple dice weapons which can with sheer force overwhelm the armor. Then weapons with a high rate of fire for increases 10's (and the minimum 1 damage), with sound constitution being 200 for Nurgles dudes, 250 for Unaligned and Khorne and 500 for Slaanesh/Tzeentch, extra wounds eat up a lot of XP.
Best weapons:
High RoF
High Pen
High Damage
Multiple Dice (for ZH)
Multiple Weaker Shots (Mass ZH = 1 damage minimum)
Without Signature
In my groups experience, running around in Terminator armour against other Space Marines isn't actually that good of an idea generally speaking, since most of the kind of bad guys you should be running against while slogging in Terminator armour should have relatively high damage and penetration so you are going to go down regardless in a prolonged fight since you can't dodge.
If thats not the case there are many ways of dealing with Termie armor: Haywire, melta, flames, psychic powers, small places and so on. Also intelligent encounter design can be easily used to challenge the players. Afterall, if one of the players has gotten their hands on Terminator, its very likely that their enemies are aware of that fact and should prepare for it. Im talking about long distance fights against fortified baddies, big hordes of easily expendable henchmen and all that sort of stuff. Throwing numberless amounts of henchmen against them also has the added effect of making your players feel like total bosses, mowing down enemies by the hundreds.
Over all: get creative.
Acrobatic cultists with Krak grenades? Quick distract him while someone runs round the back and plants a couple of grenades on his back :D
In all seriousness, TA should be a big deal for the player, he has given up other options to take it. Make him feel awesome as he walks into a hail of lasgun fire, combat knives bounce off him and the extra strength lets him tip over tanks and rip through doors. It's awesome, it's epic and its why we play.
Remember though, those 20 cultists might only have autoguns, but their buddy has a melta gun….or a couple of them have a missile launcher with a Krak rocket or two. If they see a pack of guys and a massive armoured giant in the middle, guess who is going to get the rocket to the face.
TA is designed for a limited set of circumstances, and walking in weakened/combat damaged buildings isn't one of them. Just a thought.
See pg 274 of the Black Crusade Core Rules for Balance in the Game: Using Hordes. See also pg 348 for Hordes.
I would also refer you to pg 237 for the Attack Action, Grapple, and pg 243 for Unarmed Combat: Grappling.
A Chaos Space Marine (or anyone, for that matter) in Terminator Armour should expect his (un)fair share of overwhelming odds, and the rules on pg 274 balance Horde mechanics against CSMs and human Heretics.
If you feel Melta weapons are too cliche, have him attacked by three or four Necron Scarab Swarms (Troop). Not Hordes, just individual Swarms. It'll take him a while to nick through 120-160 Wounds, leaving you to hit the remainder of the PCs with the Tomb Stalker…
Alekzanter said:
See pg 274 of the Black Crusade Core Rules for Balance in the Game: Using Hordes. See also pg 348 for Hordes.
I would also refer you to pg 237 for the Attack Action, Grapple, and pg 243 for Unarmed Combat: Grappling.
A Chaos Space Marine (or anyone, for that matter) in Terminator Armour should expect his (un)fair share of overwhelming odds, and the rules on pg 274 balance Horde mechanics against CSMs and human Heretics.
If you feel Melta weapons are too cliche, have him attacked by three or four Necron Scarab Swarms (Troop). Not Hordes, just individual Swarms. It'll take him a while to nick through 120-160 Wounds, leaving you to hit the remainder of the PCs with the Tomb Stalker…
Until the termie decides to simply take the free hit and walk out of close combat without Disengaging. As a GM, I wouldn't even call that meta-gaming, as termie armour takes naturally to bulldozing through the opposition. Rather than simply trying to kill off or decant the termie player, I'd suggest you get behind the Tanking and push: set up Compacts where the survival of certain NPCs or other mcguffins are paramount - the termie player might be virtually indestructible, but they can still be made to rush about trying to save others (until it's time for the ritual at least).
"ULLAH!!"
R.I.P. Thunder Child, ?? - 1897.
Here's a simple solution, and quite common in the vortex - Autocannons.
3d10+8, Pen 6. That's effectively 3d10 less his Toughness mod, worse if the attacker has Mighty Shot.
Set up a horde or two of traitor guard (or loyalist guard, as needed), where the guardsmen are in cover and at long distance with an elevated position (elevated positions are often chosen for heavy weapons for just this purpose). Arm the troops with lasguns or whatever, they're mostly there for soaking up bullets anyway, plus it takes more bullets when you put them behind sand bags. Then give several guys autocannons instead…
Terminators cannot dodge, but the daemonic wards will block one in three hits. Have the gunners aim even if the rest of the horde normally cannot (since they're in a stationary, braced position with a loader there to help), then put a few hits onto the terminator. He'll feel the hits when he starts losing wounds. Even a 14 TB is worried by 3d10 coming straight through the armour.
For that matter, any combination of hordes with heavies - rank and file to soak casualties and put fire downrange, heavy weapons to hit high value targets. This is a bread & butter tactic in tabletop - Loyalist Devastator squads are often inflated with several bolter carriers who are there for no other purpose than to soak fire.
Additionally, that terminator is going to be even more worried when the heretics get to face a guard detachment with several platoons of regular troops, plus a few sentinels, a few chimera, and a Leman Russ tank…
Without Signature
or have him run into a a big bad tachyon arrow 10d10 pen 20 proven 3 an concusive 6
in tome of fate best weapon my mechanicus ever got only prob is its one shot an takes 2 long to reload
" i am mechanicusshall always serve as such, to whom has the most coin of course."
armour doesnt count for fall damage right? so sometimes players fall down…50m…
| Page 1 of 1 (12 messages) | 1 |