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MILLANDSON said:
While this is true (Eldar crap cannons, Melta =/= Plasma, "Photonic hydrogen", etc.) for the purpose of the game you need to reign the most egregious BS into the point where it is understandable. If your numbers are too far out there then there will be a point where you are unable to connect with the events in the game world anymore and you will lose people. It's like D&D 4e, it got so gamist and abstract that they lost about half the player base.
Similarly if you describe a bolt gun as … a bolt gun , then the system had better portray a weapon which has a good chance of killing an unarmoured man when you shoot him in the face. Likewise if I'm playing a normal human, then you cannot tell me I'm swinging aroung a 15lbs (7 kilo) pistol. Maybe a space marine could run around all day with a bowling ball at the end of his arm, but a normal human cannot.
Andor said:
MILLANDSON said:
While this is true (Eldar crap cannons, Melta =/= Plasma, "Photonic hydrogen", etc.) for the purpose of the game you need to reign the most egregious BS into the point where it is understandable. If your numbers are too far out there then there will be a point where you are unable to connect with the events in the game world anymore and you will lose people. It's like D&D 4e, it got so gamist and abstract that they lost about half the player base.
Similarly if you describe a bolt gun as … a bolt gun , then the system had better portray a weapon which has a good chance of killing an unarmoured man when you shoot him in the face. Likewise if I'm playing a normal human, then you cannot tell me I'm swinging aroung a 15lbs (7 kilo) pistol. Maybe a space marine could run around all day with a bowling ball at the end of his arm, but a normal human cannot.
^This. You can argue that it's a game all you want but if my guy has trouble moving small debris and yet can wield a 40lbs rifle without issue, I have to take issue with the internal consistency of the system. I want to point out the lifting table on page 14, a S3 guardsmen would have a serious issue lifting the damn gun and far exceeds his carry limit. This needs to be addressed rather quickly as most guns would give a weaker guardsmen serious movement penalties and even a solid S4 will be near his lifting limit to even pick up a missle launcher, and even at S5 he can't carry just the launcher without penalty.
Darklordofbunnies said:
Andor said:
MILLANDSON said:
While this is true (Eldar crap cannons, Melta =/= Plasma, "Photonic hydrogen", etc.) for the purpose of the game you need to reign the most egregious BS into the point where it is understandable. If your numbers are too far out there then there will be a point where you are unable to connect with the events in the game world anymore and you will lose people. It's like D&D 4e, it got so gamist and abstract that they lost about half the player base.
Similarly if you describe a bolt gun as … a bolt gun , then the system had better portray a weapon which has a good chance of killing an unarmoured man when you shoot him in the face. Likewise if I'm playing a normal human, then you cannot tell me I'm swinging aroung a 15lbs (7 kilo) pistol. Maybe a space marine could run around all day with a bowling ball at the end of his arm, but a normal human cannot.
^This. You can argue that it's a game all you want but if my guy has trouble moving small debris and yet can wield a 40lbs rifle without issue, I have to take issue with the internal consistency of the system. I want to point out the lifting table on page 14, a S3 guardsmen would have a serious issue lifting the damn gun and far exceeds his carry limit. This needs to be addressed rather quickly as most guns would give a weaker guardsmen serious movement penalties and even a solid S4 will be near his lifting limit to even pick up a missle launcher, and even at S5 he can't carry just the launcher without penalty.
don't forget to add the TB and the SB together.
Without Signature
I didn't, I was just pointing out that anyone who had a penalty(Ratlings, some starting worlds, people with bad rolls) and didn't buff up can't carry some basic gear; I kind of reflexively use S. Extreme examples aside, 6 is an average Weight Bonus and it can't carry a missile launcher.
He would be encumbered carrying a missile launcher and won't be able to carry more than a couple of missiles. But he still can carry it (barely)
Comparing the weights to real weapon weights, some of these weapons are over heavy. Even compared to WW2 weapons.
The Mortar is the right weight but the weight needs to be able to be broken down and carried seperately (baseplate, barrel, bipod)
The grenade launcher with 6 rounds is 3 times heavy than the M32 Grenade launcher. 12Kg compared to 4Kg.
WW2 3.5" Super Bazooka weighs 15 pounds (~7Kg); M-47 Dragon weighs 6.9Kg for the launch unit weight and another 10kg for the missile.
Compare that to 35Kg for a missile launcher is a bit high.
But as we pay 0.5Kg for missiles that is very light.
Maybe the missile launcher should be 15Kg and missiles be 5Kg.
You can't have it both ways, 0.5Kg is 20 times lighter.
Death awaits the unwary
I'm allright with 40k gear being based off ww2 stats (advanced tech making them much more reliable then modern weapons though.) but HW need to be carried with the rest of standard issue kit which is why you have a loader to carry the ammo and someone else carrying the gun… I suppose weighty items might represent items that are especially bulky and impeed movement. after all, a large empty crate might weigh 10kg but you would fight far less well with one on your back then a backpack with 10kg weights.
"Success is commemorated; failure is merely filed in triplicate and blamed on somebody else."
The missile launcher is still far too heavy. 35Kg is still far heavier than 7Kg Bazooka's.
Death awaits the unwary
I think what people are missing is that the heavy weapons are carried between TWO people - the player character and their buddy. This means each character is only carrying half of the weight of the heavy, and makes it far more inline with the tabletop Imperial Guard where 3 heavy weapons are fielded in a 6 man unit and somehow remain as mobile as a unit of standard guardsmen without any extra gear to slow them down.
The weights may have been made prohibitively high for just that reason - to stop heavies solo carrying their missile launchers and autocannons and still having their buddy lug around 10million rounds of ammo for it.
Not saying that it has been handled correctly even if this is the reasoning behind it, but it would appear that the intention is for heavy weapons to be 2-person portable and crewed.
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
But then with two people carrying the weight you run into issues with Movement. In narrative time, yes, two people can carry a heavy weapon. In structured time, no. We had this come up in a game where the Psyker manifested Inspire; to benefit from the psychic ability PCs must stay within a certain range of the Psyker. Once the Psyker and Scum realized it would take them twice as long to return to the fray…well, their players looked to the others who were getting mauled and said "We'll be there in 6 Rounds." Gunner has an Init of 9, Loader has a 10, so loader Delays until gunner moves, but then he still moves BEFORE the gunner, and at a far slower rate, then the gunner moves and has to truncate the total distance he could move to stay with the loader. I admit one PC may still be slower (based on Ag Bonus), but moving separately is far preferable to moving in tandem, particularly in structured (Init steps, Turns, Rounds) time. Heavy weapons aren't intended to be CARRIED by two people, they're intended to be CREWED by two people.
Alekzanter said:
But then with two people carrying the weight you run into issues with Movement. In narrative time, yes, two people can carry a heavy weapon. In structured time, no. We had this come up in a game where the Psyker manifested Inspire; to benefit from the psychic ability PCs must stay within a certain range of the Psyker. Once the Psyker and Scum realized it would take them twice as long to return to the fray…well, their players looked to the others who were getting mauled and said "We'll be there in 6 Rounds." Gunner has an Init of 9, Loader has a 10, so loader Delays until gunner moves, but then he still moves BEFORE the gunner, and at a far slower rate, then the gunner moves and has to truncate the total distance he could move to stay with the loader. I admit one PC may still be slower (based on Ag Bonus), but moving separately is far preferable to moving in tandem, particularly in structured (Init steps, Turns, Rounds) time. Heavy weapons aren't intended to be CARRIED by two people, they're intended to be CREWED by two people.
Note that comrades have the whole "move at exactly the same rate as their buddy" feature in the rules.
KommissarK said:
Alekzanter said:
But then with two people carrying the weight you run into issues with Movement. In narrative time, yes, two people can carry a heavy weapon. In structured time, no. We had this come up in a game where the Psyker manifested Inspire; to benefit from the psychic ability PCs must stay within a certain range of the Psyker. Once the Psyker and Scum realized it would take them twice as long to return to the fray…well, their players looked to the others who were getting mauled and said "We'll be there in 6 Rounds." Gunner has an Init of 9, Loader has a 10, so loader Delays until gunner moves, but then he still moves BEFORE the gunner, and at a far slower rate, then the gunner moves and has to truncate the total distance he could move to stay with the loader. I admit one PC may still be slower (based on Ag Bonus), but moving separately is far preferable to moving in tandem, particularly in structured (Init steps, Turns, Rounds) time. Heavy weapons aren't intended to be CARRIED by two people, they're intended to be CREWED by two people.
Note that comrades have the whole "move at exactly the same rate as their buddy" feature in the rules.
Indeed. In fact for all intents and purposes the comrade is an extension of your player character and does exactly what you need them to do. Carrying 50% of your gear for you and moving in perfect sync with you is one such thing.
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
Having a buddy haul half your crap is not a good excuse to make things weigh a ton. Plausible Scenarios: If your buddy dies then you lose half your crap, Commissars blam your sidekick and suddenly you get screwed into not being able to reliably fire your heavy gun. These are actual considerations that need to be addressed by making it possible for one guardsmen to carry his gear. I'm not saying it has to be comfy, but it has to be possible.
If you look at how crew served weapons are carried; generally one person carries the gun, another carries the ammo.
Currently the gun is too heavy for one person to carry and ammo like missiles are super light.
If the weapon it self needs to be carried by more than person it should be able to be broken down.
The Mortar weighs as much as its real life equivalent, but a soldier did not carry it in one 40Kg lump. But several 10+Kg lumps. That base plate is heavy.
Death awaits the unwary
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