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  1. - Top - End - #31
    Firbolg in the Playground
     
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    It will probably depend on how well the enemy are at working together, to be honest. Two ships can combine volleys, as I recall, which means you don't get your void shields back up between their shots. A Dauntless and an Infidel means you're probably looking at both macro-cannons and lances, and if they can reliably take down your shields before opening up with the lances, your frigate is not going to hold together for very long.

    In fact, you probably don't want to be fighting them. At least, not head on, and not while they are working together. A frigate is going to need to play smart and cunning to take on a Light Cruiser at the best of times, and when said cruiser has its own support ships, that becomes even more important. Split them up, get allies, use Silent Running to stage a nasty ambush... Anything and everything you can think of.

    And be exceptionally wary if these ships belong to important NPCs, or even other Traders. You aren't the only ones who can make use of superior stat-blocks, after all.
    "Not trusting me might be the smartest decision you made since getting off of your horse."

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  2. - Top - End - #32
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by a_humble_lich View Post
    Are you sure? My book says that only full cruisers can get void shield arrays.

    I think it would be hard but doable (depending on how good your frigate is of course.) It has been my experience that PC ships are much more skilled than most NPC ships. A Crack crew only has a skill of 40. Whereas most PCs will have skills much higher than that, especially at higher ranks. Also, maneuverability is your friend. While a light cruiser should be more maneuverable than a full cruiser, it is still nowhere close to an escort ship.
    Huh, it does too. Though a light cruiser is still packing a fair bit of heat especially with a torpedo boat supporting it. Again, I dont know what the party is packing so hard to judge. If you have a super optimised BS based character, things work out a little differently.
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    Quote Originally Posted by Saldre View Post
    you know whats worse than a regular Daemon-host? A Daemon-host with a Plasma Cannon.
    Quote Originally Posted by RandomLunatic
    "Eh. I do to 'Mechs what Simon does to American Idol contestants."

  3. - Top - End - #33
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    I could easily be biased too. It seems in my group there is always one guy who has a super optimized BS character and somebody else with an amazing pilot skill. Also, the last game I ran was admittedly high powered (I tried to mix RT and Ascension) and my player's Raider could destroy anything I threw at them.
    There are more things in heaven and earth, Horatio,
    Than are dreamt of in your philosophy.
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  4. - Top - End - #34
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    RedWizardGuy

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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Well, my character is the ship's pilot, and my piloting check is something like 126 before penalties. Our gunner isn't quite that silly, but her BS is in the upper 90s after the bonus our ship applies. I know we've got a Sunsear laser battery and lance, but I can't remember which lance it is. We've got an armored prow and an armored bridge, we get hefty bonuses to maneuvering and BS tests to fire the ship's weapons, and a -40 to silent running attempts. The ship is pretty fast, though as I don't have the sheet I don't know how fast.

    The way we've taken on baddies before is to use our maneuverability to keep ourselves at the outer range of our weapons, since they're both range 9, and just stay out of range/firing arcs while dealing damage occasionally.
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

  5. - Top - End - #35
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    WolfInSheepsClothing

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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Yeah, at that point I think the question depends less on the power ships and more on the power of the players/enemy crew. I'd say go for it, but it seems my plans always involve frontal assaults you you may not want to listen to me.
    There are more things in heaven and earth, Horatio,
    Than are dreamt of in your philosophy.
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  6. - Top - End - #36
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by MachineWraith View Post
    Here's a question. Our RT game hasn't had much ship-to-ship combat, and what we have had we've always been at least the same weight class as our opponents and have wrecked them handily. Our ship is only a frigate, but it's a very well put-together frigate, as far as I know.

    Through our Seneschal's investigations, we've discovered that our current goal is being guarded by one Dauntless class light cruiser, loadout unknown, and one Infidel class raider, as detailed in Battlefleet Koronus p110.

    Is that something that a well-built and well-piloted frigate could conceivably handle?
    Can you in any way sneak aboard one of them?
    If so, you suddenly have a lot of options, and maybe better odds of success. My favourite would be to shut down their geller field and leave as fast as possible, the rest will sort itself out. You could also go for a tactical assault on the bridge or some other important location, but this will take as much sneakyness as brute force.
    Personally I have always preferred a more personal involvement (it also has the potential for more glory and fat loot)
    Quote Originally Posted by Incorrect View Post
    If you consider the RP aspect, you might want to consider alternatives to Tortle Str Ranger.
    I mean, why would the rest of the party trust this Tortal StRanger...

  7. - Top - End - #37
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Incorrect View Post
    Can you in any way sneak aboard one of them?
    If so, you suddenly have a lot of options, and maybe better odds of success. My favourite would be to shut down their geller field and leave as fast as possible, the rest will sort itself out. You could also go for a tactical assault on the bridge or some other important location, but this will take as much sneakyness as brute force.
    Personally I have always preferred a more personal involvement (it also has the potential for more glory and fat loot)
    Oooh! There is actually an item in the Lost Dataslate, linked earlier in the thread, that deactivates a gellar field when activated on a ship.

  8. - Top - End - #38
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    You'd also have to force them to translate to the warp though for that to work, which IIRC just doesn't happen that close to a planet.

    Not saying it couldn't work, it would just be more involved. Get aboard the ship, hide the device with a timer (though preferably a remote), get off the ship, make an attack run with your ship to lure them out of system, translate, hope they follow, when/if they do activate the device and giggle as they are overrun with warp entities.

    It's fairly complex, if you're getting aboard their ship would it be simpler to rig their plasma drives to blow? Maybe take the bridge and set them on a collision course (or fire upon their "friends")?

  9. - Top - End - #39
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Our GM doesn't like to improvise much, so I don't know if he'd just let us board and rig the plasma drives or some such thing. I know I'd prefer that, because we're way outclassed in terms of tonnage in this fight, not to mention outnumbered. It's entirely possible he intentionally set up this fight to be barely not intimidating enough to scare us off, but powerful enough to wipe us, as I feel like he may be losing interest in the campaign in favor of a Pathfinder campaign he's been working on.

    That makes me
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

  10. - Top - End - #40
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Well there are tactics you could use that rely heavily on maneuvering, like just kiting them from max range or staying in their weapons blindsight directly behind them (when the enemy ship is 5+ times as wide and long as yours and can only turn 45 degrees to your 90, this is really easy, lol).

    But if you're really concerned about it then just Evasive Maneuver constantly for some huge negative modifier while hitting them back with Hit and Runs until you've broken all their guns.

    On the topic of ship combat, here's something I can't find an answer for anywhere: The Astropathic Choir Chamber increases the range of the Astropath's power by 5 VU. The only possible meaning for that is that it's for using your psychic powers in ship to ship combat, and that sounds great since I find my Astropath doesn't have much to do then. But there's zero rules support for this, that I can find at least.

    How would I even target enemies? And even powers like Mind Scan get dumb when there are tens of thousands of minds "in range". I'm thinking of just saying to the GM of my RT game "Listen I'm just going to roll the dice to cast Terrify or Sensory Deprivation at "the enemy ship" and you decide what effect that actually has".

    It would be really neat to stun the enemy captain or blind the enemy pilot, or etc. etc. but how do I fairly argue that I can target these individuals?

  11. - Top - End - #41
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Looking at most of the powers, it seems like they don't have the range for ship to ship combat. If you mean using them after boarding the enemy vessel, then I'd imagine they work normally. The way our GM runs powers, you make a -20 WP test to shut out all the "noise" and focus on the person you want to use your powers on, if you are, for example, trying to pick the Captain of the enemy ship out from the ten thousand others in range.
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

  12. - Top - End - #42
    Eldritch Horror in the Playground Moderator
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by MachineWraith View Post
    Looking at most of the powers, it seems like they don't have the range for ship to ship combat. If you mean using them after boarding the enemy vessel, then I'd imagine they work normally. The way our GM runs powers, you make a -20 WP test to shut out all the "noise" and focus on the person you want to use your powers on, if you are, for example, trying to pick the Captain of the enemy ship out from the ten thousand others in range.
    That's what the Choir Chamber is for, giving you a 5VU range on your psy powers.

  13. - Top - End - #43
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Lanlaorn View Post
    On the topic of ship combat, here's something I can't find an answer for anywhere: The Astropathic Choir Chamber increases the range of the Astropath's power by 5 VU. The only possible meaning for that is that it's for using your psychic powers in ship to ship combat, and that sounds great since I find my Astropath doesn't have much to do then. But there's zero rules support for this, that I can find at least.
    Page 200 in Into the Storm. Astropaths in Starship Combat. Most of the actions don't have a range though, so it doesn't seem terribly useful.

    I think the new book Navis Primer has more astropath actions for starship combat. Maybe some of those could use a 5 VU boost.

  14. - Top - End - #44
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    I've seen that section in Into the Storm but only one is really workable, the one where you improve the command tests of Hit and Run actions, and none of them rely on range (and so receive zero bonus from the Astropathic Choir Chamber's +5 VU bonus).

    Granted, the +10 to Command test per degree of success on your Focus Power test is really good, our ship has many command bonuses and our Rogue Trader has focused on that skill while naturally I've focused on my psyker skills - last session we had a Hit & Run with 12 degrees of success, lol.

    But that's basically all I do in ship combat, if we aren't doing a boarding action that strategic round I'm looking for something to contribute. Our ship has the Choir Chamber and the only way to interpret its rules is increasing the range of normal powers to ship range, but without any rules defining targeting (at the very least) I've been hesitant to try using it.

    I'll check that Navigator book but if its lacking, too, then I'll just suggest taking the test at a -20 to cancel out the noise and then leaving the results completely up to GM fiat, I'm expecting something like "You blind their voidmaster and another crewman takes control, but he is less skilled so they take a -20 to maneuver" or whatever.

    I imagine that's reasonable enough and in this case I'm just looking for "better than nothing" for that round anyway.

  15. - Top - End - #45
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Lanlaorn View Post
    I've seen that section in Into the Storm but only one is really workable, the one where you improve the command tests of Hit and Run actions, and none of them rely on range (and so receive zero bonus from the Astropathic Choir Chamber's +5 VU bonus).
    ("Telepathic Jamming" relies on range.)

  16. - Top - End - #46
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    RedWizardGuy

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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Lol, fair enough, but given that the rules for the Choir Chamber in the corebook predate the Into the Storm psyker tricks section, I still think its undeniable that the bonus to range is intended to serve some greater purpose than improving Telepathic Jamming ;-)

  17. - Top - End - #47
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Lanlaorn View Post
    Lol, fair enough, but given that the rules for the Choir Chamber in the corebook predate the Into the Storm psyker tricks section, I still think its undeniable that the bonus to range is intended to serve some greater purpose than improving Telepathic Jamming ;-)
    The added range is one feature of the Astropathic Choir-chambers starship Component, also from Into the Storm (page 160).

    Telepathic jamming isn't exactly a universally useful super-power, but if you ever need it, another 5 VU might make a difference. :)

  18. - Top - End - #48
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    I posted this in another thread before I saw this one. Here is my question....well three.

    First I have a Rogue Trader party consisting of Rank 1, freshly made characters. The party includes a rogue trader, explorator, arch-militant, seneschal and voidmaster. They have standard equipment, though the militant is getting some grenades and the void master said something about trying to get a plasma pistol.

    Q1: Realistically, how many ork freebooters can I throw at them without them dying?

    Q2: Necron Tomb Spiders = Battle Servitors. Good idea?

    Q3: Necron Scarab swarm = mass combat servoskulls. Again, good idea?

    I only have the base book.

  19. - Top - End - #49
    Eldritch Horror in the Playground Moderator
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Well, first step is to decide if you're using the Necrons or the Newcrons. There are stats for a Necron Tomb Spider in one of the Deathwatch premade modules, but it's (obviously) scaled as a Space Marine miniboss.

  20. - Top - End - #50
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    They also crop up as Black Crusade enemies in Tome of Fate, which might be a better source for an enemy themed around at least a few mortal PCs.

    (Personal favorite is still the C'tan Shard from Hand of Corruption, which in the adventure as written naturally turns up after you've exhausted the vast majority of your strength fighting most of the way through a Tomb. Possibly several times. Good news is, in proper Roleplaying tradition there is a way included to weaken it a bit.

    Bad news is, this way only weakens it after several rounds, and by 'weaken' I mean it starts to bludgeon you to death with the severed arm of a Cryptek rather than hitting you with Trans-Dimensional thunderbolts every other round.

    Never before have I seen an enemy that is more likely to invoke the 'run away' response in anyone remotely sensible...)
    "Not trusting me might be the smartest decision you made since getting off of your horse."

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  21. - Top - End - #51
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Well, we won...sort of.

    We decided to take out the raider ASAP, since it could match our speed and harry us. Unfortunately, we made a tactical error, and taking a shot at the raider opened us up to a volley from the light cruiser. We survived, albeit with no small amount of damage, and killed the raider. The subsequent fight with the light cruiser was short and nasty. We finished it off, but fire and depressurization took almost half our crew. We ended the session about to face down a probably mutiny.

    Looks like the adventures of the good ship Stahlwolf may be coming to a close sometime soon.
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

  22. - Top - End - #52
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    6 Ork freebooters might have been too much. If the arch-militant had not stocked up on filament grenades the party would have been dead. Even with that added help the Rogue Trader lost a foot to an Ork chainaxe. Most of the party is Rank 2 after that encounter. Tip to the fledgeling party: AP is where it's at.

    I will try the Necrons as I have laid out previously unless someone thinks that I will kill everyone with them. Right now though I am most interested in procuring the stats for a Tao Pulse Rifle. I am sure it is in a book somewhere but money is especially tight this paycycle. Can anyone help me out?

  23. - Top - End - #53
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Can I ask a quick question? How exactly would you roleplay a Warhammer game? It seems to me your party would all have to come from the same side, and you would spend most of your time fulfilling whatever missions your side makes you undertake.
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  24. - Top - End - #54
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Dimestoretiamat View Post
    Right now though I am most interested in procuring the stats for a Tau Pulse Rifle. I am sure it is in a book somewhere but money is especially tight this paycycle. Can anyone help me out?
    Well, it's in Into the Storm, pg 120. Not sure, though, if we're allowed to post numbers and whatnot on this forum...

    What the hell.

    [snip]

    Edit: Having read the disclaimer in the book itself, I can't post it. Sorry.

    Quote Originally Posted by Tvtyrant View Post
    Can I ask a quick question? How exactly would you roleplay a Warhammer game? It seems to me your party would all have to come from the same side, and you would spend most of your time fulfilling whatever missions your side makes you undertake.
    In Rogue Trader, you don't (necessarily) work for the military at all. You're basically a space privateer, told "Go do whatever you want, just don't betray the Imperium." So, in the case of RT, at least, it's more of a high adventure in space with a grimdark backdrop.

    Well-run Dark Heresy is more of an investigative game, as rather than being soldiers with specific orders, you can be an "independent" cell of agents working for an inquisitor. Yes, you'll have assignments, but, at least in the game I played, results are what matter, not methods, so we basically did whatever the hell we pleased, so long as the bad guys ended up dead.
    Last edited by MachineWraith; 2012-09-27 at 03:37 PM.
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

  25. - Top - End - #55
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by MachineWraith View Post

    In Rogue Trader, you don't (necessarily) work for the military at all. You're basically a space privateer, told "Go do whatever you want, just don't betray the Imperium." So, in the case of RT, at least, it's more of a high adventure in space with a grimdark backdrop.

    Well-run Dark Heresy is more of an investigative game, as rather than being soldiers with specific orders, you can be an "independent" cell of agents working for an inquisitor. Yes, you'll have assignments, but, at least in the game I played, results are what matter, not methods, so we basically did whatever the hell we pleased, so long as the bad guys ended up dead.
    Well, that makes sense then. Are you limited to Imperium then? Or could you do the same thing but working as an Eldar agent?
    Quote Originally Posted by The Glyphstone View Post
    Vibranium: If it was on the periodic table, its chemical symbol would be "Bs".

  26. - Top - End - #56
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Black Crusade has you as Heretics, which can embody anyone from Abaddon the Despoiler to some farmer who doesn't want to pay taxes.

    At present, the Imperium and Chaos are the only factions with entire game systems set around them.
    "Not trusting me might be the smartest decision you made since getting off of your horse."

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  27. - Top - End - #57
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Black Crusade has you as Heretics, which can embody anyone from Abaddon the Despoiler to some farmer who doesn't want to pay taxes.

    At present, the Imperium and Chaos are the only factions with entire game systems set around them.
    "Not trusting me might be the smartest decision you made since getting off of your horse."

    Avatar by Ifni, who is rightly awesome.

  28. - Top - End - #58
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Tvtyrant View Post
    Well, that makes sense then. Are you limited to Imperium then? Or could you do the same thing but working as an Eldar agent?
    Not explicitly, but people have created stats for Eldar, and all you'd need to do then is adapt that to work with the standard advance style of the particular book you choose to run your campaign out of.

    So short answer - no with a but.
    Long answer - yes but you'd have to homebrew it a reasonable bit.

    The next book FFG is bringing out is Only War which focuses on Imperial Guardsmen. Shame that as I think it'll be basically Deathwatch (i.e. commander gives mission, you complete mission, rinse repeat) but you get to play useless humans with flashlights rather than marines. Hopefully that'll get the human side out of their systems and they can create a xenos based system (Eldar, Ork, Tau, any would be awesome TBH).

    Meanwhile I'm curious, I'm playing Black Crusade ATM and am the first in our party to get marked (didn't roll it, did it the hard way with 20 advances). My question though is were you happy with the way they handled marks or do you think they could have done better?

  29. - Top - End - #59
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Dimestoretiamat View Post
    Right now though I am most interested in procuring the stats for a Tao Pulse Rifle. I am sure it is in a book somewhere but money is especially tight this paycycle. Can anyone help me out?
    BTW, might be worthwhile just making it up yourself. I'd suggest single shot only, decent damage and medium pen, so maybe something like 1D10+10, pen 5, s/-/-, 1 round to reload?

  30. - Top - End - #60
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    Default Re: Warhammer 40k RPGs General (Warhammer Fantasy RPG can come too)

    Quote Originally Posted by Slylizard View Post
    BTW, might be worthwhile just making it up yourself. I'd suggest single shot only, decent damage and medium pen, so maybe something like 1D10+10, pen 5, s/-/-, 1 round to reload?
    Why do you say single shot? I thought the pulse rifles in 40k tabletop were rapid fire.

    I'd love to see another faction made official. Orks already have some crunch to them, so it doesn't seem like it would be difficult, but it might be hard actually differentiating the player characters in terms of abilities, depending on party size, of course. I think the Eldar and Tau could have very cool options, with my personal preference toward the Tau. Better Space Commies than Space Elves
    Tyger Tyger, burning bright,
    In the forests of the night;
    What immortal hand or eye,
    Could frame thy fearful symmetry?

    -excerpt from "The Tyger" by William Blake

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