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Where as I treat them just like every other modifier.
~Yea, Tho I Walk Through The Valley Of The Shadow Of Death, I Shall Fear No Evil~
Rogue Trader, Dark Heresy, Deathwatch, Black Crusade + Only War Playtester
Star Wars: Edge of the Empire Playtester
I do not speak in any official capacity for FFG, all my posts are my own opinion, speculation, etc.
One of Three Founders of Dark Reign
Shaun said:
In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?
This is how our group has been using it. The +10 is a modifier (or improvement) beyond the scope of the normal +10 & +20 Advances.
Brother Gallius of the Imperial Fists
HappyDaze said:
> 7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.
It should be Master.
However although there is table 5-21(p178) in the handbook that mentions "master crafted" cybernetics, none of the cybernetics have "master crafted" descriptions as they only explain what additional functions "exceptional" adds.
Is Master Crafted just another way of saying "looks extra nice n blingy"?
Live long & Die fast.
You are correct. Master Cyber is just extra sweet looking.
Destiny struggles to reassert thepath it has chosen.
cis013 said:
You are correct. Master Cyber is just extra sweet looking.
One idea for hot-fixing that was to give the piece of cybernetics one of the bonuses for Signature Wargear(Master) items.
Alex
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Edsel62 said:
Shaun said:
In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?
This is how our group has been using it. The +10 is a modifier (or improvement) beyond the scope of the normal +10 & +20 Advances.
Some are clearly modifiers - look at the way the extra bonus to Forbidden Lore (Xenos) is written - while others (like the adjustments found in Defensive Genius and Strike Team Specialist) are clearly advancements to the skill.
On untyped items and such different Deeds and Specialities grant:
"Salutations Acolyte!
I'm filling in for Ross today answering some rules questions.
If an item does not have a craftsmanship associated with it, then it is automatically considered common quality. The Deathwatch Champion gains a Power Sword or Combat Shield as part of their standard gear, if they want a Best Quality they will need to spend requisition just as any other marine would to upgrade their Bolter. If the GM wishes, however, he could certainly over-ride that.
I hope this helps!
Mack Martin
Associate RPG Producer
mmartin@fantasyflightgames.com"
So that means the Champion gets common quality stuff, which I doubt anyone would put to use. At that point most will probably req higher quality items, or even have Sig Wargear Maste (or spend 1000 xp when able to get a relic, even better).
Do we have a definite answer on upgrading starting gear ? I would say it is a no during normal requisition procedure. However in regards to things which one keeps forever, it might be a bit different. Does one pay only the point difference if one takes a signature wargear talent to upgrade it ? What about weapon modification, if somebody wants to add a fire selector (not detachable) to their pistol, do they have to requisition the pistol as well ? Does it work the same for scopes (detachable) ? If somebody got an answer to some or all of those, please post it here, if not, time to send the question in i guess.
Life is happens while you are making other plans
Hi [HappyDaze],
Thanks for sending in your question regarding Deathwatch.
Yes, the Rank 4 cost of Rapid Reload for the Deathwatch Devastator Marine should actually be 200xp. The 500xp cost was a misprint and will be corrected in the next edition of the errata.
I hope that helps!
Andrew Fischer
Associate RPG Producer
Fantasy Flight Games
afischer@fantasyfightgames.com
I asked a question about Overwatch because in Deathwatch you can choose from Suppressing Fire, Full-Auto Burst, and Semi-Auto Burst when your Overwatch triggers (pg 241 Core Rulebook), but you still gain the benefits of Suppressing fire regardless (next page). Why would anyone ever choose the redundant Suppressing Fire? This is the answer I got:
Your observation regarding Overwatch is fairly accurate, however there are currently no plans to change the implementation of the action. If a GM is unhappy with the way it currently works he could change the difficulty of the Hard (-20) Pinning Test on Overwatch to be easier, this would give the players incentive to use Suppressive Fire for it’s increased chance to pin. Again, it is completely up to you and your group, there is no intention to change Overwatch at this time.
I hope that helps!
--
Andrew Fischer
Associate RPG Producer
Fantasy Flight Games
afischer@fantasyfightgames.com
Without Signature
HappyDaze said:
Yes, the Rank 4 cost of Rapid Reload for the Deathwatch Devastator Marine should actually be 200xp. The 500xp cost was a misprint and will be corrected in the next edition of the errata.
I hope that helps!
is there a similar typo concerning rapid reaction (rank 3 general marine advance for 500 xp or devistator rank 6 for 500 xp)?
Hey all, new to the forum.
I got a few questions that got raised during our gaming. First off:
> why dosnt tech marines get comon lore tech? its a comon skill that are usually kinda used in rogue trader and dark herasy for when explaining tech. A tech marine dont have anything like it, feels kinda odd.
>Plasma weapons are very underpowered in deathwatch after the damage for bolters got increased compaired to the other games. Considering how extremly awesome bolters are against hordes and the auto fire function it have, plasma have no chance. definitly not when it cost so much in req to get it also. It feels kinda sad to see a weapon that are a bit of an icon for high ranking brothers beeing so bad compaired to the regular weapons.
>the dmg for assulting a horde can be kinda broken when it comes to some monsters. In an adventure the kill-team faces an genestealer infestation and my group almost died vs solo genestealers, attacking with 4 attacks each, shreding their armor to shit and doing enough dmg to drop a brother in one round. then they got to many and formed a horde, and the kill team managed to slaughter the horde in one round. Bolterdmg, frag grenades and assultmarine charge. Nothing of thoose attacks would have hit or done enough dmg on one genestealer, but on the horde it was a massacre.
English isnt my native tongue, so spelling errors you just have to live with. ;)
The way I read that encounter, when they form a horde they will be in melee with everyone and given the size of even a magnitude 10 horde disengaging to get some range and hose them down won't be an option.
That said I like the way that someone else here described it: 1 ninja is deadly, 100 ninjas are cannon fodder.
Yup.
And you could use a hybrid rule : when there are too many stealers, they form a horde, at which point the Marines have an easy target to shoot at with their shiny bolters (even if one stealer dodges the shots, there'll be another one behind him...), but when the magnitude crosse a threshold (like 15), then the horde disbands and the Marines get back to fighting solo stealers (that represents the fact that there are not enough stealers to efficiently shoot "in the mass" and have a good chance of hitting one...).
That would synthetize two aspects of such a fight : the awesomeness of the Marines ("fuck yeah, we just killed a whole buncha stealers here !") and the deadliness of the stealers ("...but when there were only 8 remaining, we had such a hard time that Brother Maynard nearly got killed...").
An open mind is like a fortress with its gates unbarred and unguarded.
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