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The table of contents has two headlines called "Imperial Guard Vehicles", one for the vehicle rules in general (page 151) and one for the specific vehicles (page 155). It may be helpful to rename one of them.
Ceterum Censeo Dezmond Ignorandum Esse.
I hope this is new and nobody found it, but the smoke grenade in the Table 6-10: Grenades, Missiles, and Rounds has the sepecial entry Smoke, but lacks any value in parenthesis, which according to the weapon special quality Smoke on page 124 should have, to know the radius of the smoke screen it should create on impact. The same applies to blind grenade, blind round and smoke round.
Quick Update
Sights
Both a preysence sight and photo sight are Very rare. Even though preysence is considerably better than a photo sight as it ALSO removes penalties for being at night, but gives a +20 bonus aswell. Now, photo contacts in DH core are scarce which they should be here.
Also it doesnt say these 'sights' incorporate the benefit of telescopic sights. Which i think is the intention of this entry over, say, prehsence goggles or visors etc. Which could just as easily be combined with a telescopic sight, but as it stands these can not and are overpriced and redundant. Even with the extra scope ability i would expect them to be only Rare, as, say, a bolt pistol.
Shotguns
'Shotgun' has never had much love. And this state of affairs is going to continue. Unless, you give it the option to fire both barrels at the same time. Making it 'storm'. As it was stated in the first DH and that was before the first storm and twin linked rules it has been neglected.
Swords
Are these really only common?
Without Signature
The grapnel and harness both cost 5pts on requisition. Thats common rarity i think.
However the harness gives you +30 to climb and the grapnel just lets you ascend automatically.
I suggest possibly dropping the harness to plentifull, and allowing it to help you ascend aswell. Even though a grapnel could do that automatically also.
Without Signature
Shadow Walker said:
Tanks are either enormous size or in case of Baneblade massive but Table 5-6 Size from Traits chapter give size 6 - enormous to Sentinels and size 7 - massive to battle tanks. So tell me please which one is correct (altough I think that Table 5-6 Size makes more sense).
I was about to say the same thing… the sizes seem all out of whack.
~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
There is no entry for the Black Blood/Autosanguine implant, yet in the Talents chapter there is the Prosanguine Talent, which lists the Autosanguine Implant in it's requirements.
Iron within, Iron without!
"it wouldn't be 40k if no skulls were involved"
-Cifer
No krak rounds under 'grenades, missiles & rounds' section.
So what does a mortar do when it wants to destroy a bunker? Wait for a missile launcher to be brought up? I think krak rounds might exist in the imperium.
Without Signature
I've never seen mortar krak rounds in the fluff before - I believe mortars in the Imperium are used purely for anti-personnel and pinning.
~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
All Melta Weapons have Penetration 12 and the Melta Quality which doubles their Pen to 24 on short range.
The Melta Bomb on page 146 only has Pen 12 that is never doubled. I'm assuming this is a mistake and it should be pen 24 instead (which would make it more usefull as an anti tank weapon which it is supposed to be.)
Page 127, the Heavy Stubber write-up. "…the heavy stubber is can used hand-held…" Major typo.
Is the heavy flamer really supposed to only do d10+5 Pen4? I'd expect it to be more powerful and I wondered if this might be a typo.
On page 146 in the Stummer entry it reads: "…A character carrying an active stummer gains a +30 bonus to Silent Move Tests…"
But in Only War there is like in Black Crusade only the skill Stealth so it should be changed to Stealth instead of Silent Move.
I am not sure, if it was already mentioned, but the force weapons should have the values of a best quality mono upgraded low-tech weapon of the same kind and only receive the quality Force as added bonus. But the Force Staff on page 132 in the Table 6-12: Melee Weapons lacks the Balanced quality of the normal staff and also the +1 bonus damage from the best quality that the Force Sword has.
Luther Engelsnot said:
I am not sure, if it was already mentioned, but the force weapons should have the values of a best quality mono upgraded low-tech weapon of the same kind and only receive the quality Force as added bonus. But the Force Staff on page 132 in the Table 6-12: Melee Weapons lacks the Balanced quality of the normal staff and also the +1 bonus damage from the best quality that the Force Sword has.
Also note, there appears to be little reason to acquire a force staff beyond fluff reasons. It provides no bonus over the extra +1 damage that the sword deals.
Correction: Weights
My group upon completing our first few missions discovered something that has not been mentioned before that I have seen. below are just a few examples (forum will not allow posting of a table so I saved am only posting a sample.)
Frag Missile 0.5kg before 4kg after
Krak Missile 0.5kg before 4kg after
Minefield Round 1kg before 2kg after Increase damage/effect
Photon Flash Round 1kg before 1.5kg after Increase damage/effect
For a point of comparison. The Krak missile which is roughly analogous to the FGM-77 Dragon anti-tank missile (as well as many others,) has a range that is similar than the Dragon. But the dragon masses in higher at 10.9-12.2 kg (Variant depending.)
Mortar rounds and Frag missiles need an increased damage or effect bonus as there is little reason to use them vs other weapons (damage too close to hand grenades.) Even grenade launcher grenades are more effective than hand grenades in the real world.
Just my groups thoughts on the matter.
Pappystein
PS under the current mass for missiles I have a player running around with 16 missiles in his and his Comrad/Squadmate packs. In his words "I can carry 20 lbs of missiles by myself!"
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