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==Things that suck== *[[Matthew Ward|The Ultramarines are once again shown to be the best Chapter ever at everything]]... sorta. Crunchwise, they're only really good as support, team leader, and "diplomat" characters--other Chapters are much, ''much'' better at combat, technology, and other roles. However, in the fluff, there's still a strong emphasis on how great the Codex Astartes is and how all ''real'' Chapters follow it to the letter (although, to be fair, that ''is'' what many Imperials actually believe). **For example: The Ultramarine sustained squad mode ability grants each member a flat bonus on ALL tests equal to his fellowship bonus and also grants one floating re-roll to the team every turn, which is so unbelievably handy it's almost broken. While this is normally only available to those who have learned the Ultramarines tactic, a Tactical Marine can attempt to confer his chapter squad mode ability onto the non-chapter members of the rest of his squad by passing a command test, which an Ultramarine Tactical Marine is just built for so that the squad should just have the ability switched on all the time. *Characters are overpowered compared to normal humans, making it very hard to use characters in the other 40k RPGs (But what did you expect from Space Marines?) *Critical Damage tables remain unchanged from the other 40k RPGs because FFG copypasted them, so take enough damage and you'll see your badass Space Marine start whimpering and acting in a very non-Space-Mariney way. E.G.- "...gasping in wretched pain." "Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying." etc. **"''A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair...''" Very much copypasted, because everyone knows being bald is a requirement to be a space marine, ''[[Blood Ravens Force Commander|hair-esy]]'' aside. No, this is complete rubbish, there are lots of Space Marines with hair. And besides, assuming your GM knows anything about the lore and isn't an arse/just reading straight from the flavor texts, they can prolly make your death a bit more heroic. Excuses, that doesn't change the fact it sounds incredibly Unstartes. *A fanmade Salamanders codex that hews ''closer'' to the spirit of the chapter than the FFG version. *A minor gripe but if it you're a dirty filthy pirate/a broke ass loser <s>the only available pdf for Rites of Battle is either the scanned physical book which is kinda sloppy and includes a /tg/ joke page about stairs, or the official one one you can buy at drivethrurpg (because somehow Fantasy Flight ran out of supplies for a pdf...yeah, I don't get it either).</s> <s>You're not looking hard enough. Google is your friend.</s> The Russians can get us ANYTHING, VK has ALL the 40k RPG books, ALL the 7th Ed Codices (Admittedly less useful now)And its for free. <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> *Un-errata-ed, a few weapons are incredibly disproportionately overpowered to when you can acquire them. Bolters (in particular Heavy Bolters) are so insane that it requires some mathhammer to describe the extent of this cheese. Also, the FUCKING Breaching Auger. <div class="mw-collapsible-content"> The Heavy Bolter has a very impressive statline, clocking in at 3d10kh2+10 damage per shot with 6 pen. While this is a little bit silly, it is far from unforgivable. Every shot you hit will do an average of 23 wounds unmodified. Having the Mighty Shot talent adds 2 to the damage of each shot, raising the damage per shot to 3d10kh+12 and dealing a average of 25 wounds per shot. What this doesn't factor in, however, is the single most silly thing to grace FFG RPGS: Righteous Fury. Your average Devastator has a BS of 50-60, full-auto gives a +20, being at close range, where most fire-fights occur, confers a +10, and no Devastator worth his power armor doesn't have a motion predictor, conferring another +10. A Devastator at this level would most likely have the Mighty Shot talent. In your burst of 10 bolts, factoring in all these bonuses, you will hit 4-5 shots on average. Or, 15 dice, rolled 3 at a time, keeping the two highest each time. All of which have a one in ten chance of triggering righteous fury. Which, on account of one of the silliest mistakes to grace RPGs, <s>DOES THE ENTIRE WEAPON'S PROFILE AGAIN</s> (no it doesn't; see below). That means effectively your bolt just more than doubled its damage output, and there is a good chance that with tearing, the righteous fury will trigger more righteous fury, and you just one-shotted that daemon prince. If only table-top heavy bolters were anywhere near this strong, the humans would have won ages ago. From personal experience, I have seen a broadside one-shotted by a storm bolter, and two hammerheads shot in the front armor thoroughly wrecked in two turns. And the heavy bolter can be loaded with special ammunition, allowing it to eviscerate things quietly, turn marines into spaghetti, and much more. <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> A quick sanity injection here: the above reading of the rules requires the reader to be drunk, high, or preferably, [[drugs|both]]. Here's how combat actually works, assuming a BS 100 Heavy Bolter fired using Full Auto Burst, as claimed above, with the Mighty Shot talent: <div class="mw-collapsible-content"> <ul> # Roll 1d100 to hit; you will hit on a 93 down (on a 94+ your gun jams, due to Full Auto Burst). # On average, you will roll a 50.5, which is, on average, 5.5 shots landing (i.e. 5-6), due to Full Auto Burst. # For each shot, roll damage independently (3d10kh2+12). Each shot which has at least one die showing a 10 will trigger Righteous Fury, so you will trigger this at most the number of times you hit; on average you will have 1.4905 Righteous Furies go off, and at minimum, 0. Remember NOT to roll all 15 dice and keep the 10 highest. If you have no Furies, goto step 6. Do each hit in sequence to avoid confusion, since Righteous Fury makes your hits do more damage without adding actual additional hits, despite using an attack roll as an intermediate step. # For each Righteous Fury, roll to hit again, but without Full Auto Burst allowing additional hits or causing gun jams (Righteous Fury copies the attack roll's modifiers but applies its own special rules). As you are now BS 100 with an unjammable gun, all of your Fury hits land without rolling (and rolling will not help, as you now lack the Full Auto ability to land multiple hits with one roll). # For each R.F. that landed (which should be all of them), roll damage again (3d10kh2+12) and add it to the damage total of the hit that triggered the Fury. As these damage rolls can and will generate more Furies, continue chaining your damage rolls for each hit until it finishes exploding. # Doing the math for you, you should have generated a total of 2.045 Fury hits in the above steps, or a bit shy of half again as many as you would have without the rule. This means you should have dealt, approximately, 7.545 "hits" worth of damage spread across 5.5 actual hits (which matters for dealing with toughness and armor and so on). </ul> </div> </div> In fact, psykers have no greater enemy then a [[cheese]]tator with witch bolts; every hit will do damage, and every hit that does damage will drop the poor psyker's psy rating by 1. This means that destroying entire tyranid hordes is as easy as making one devastator fill the hive tyrant with witch bolts, which is highly likely to kill the tyrant, and if it doesn't kill it it will turn off the synapse. Also, you could theoretically turn Eldrad or Ahriman into swiss cheese with this combination. The only thing that murders harder than a heavy bolter at range is an assault cannon, but you can't have those at the beginning of the game and it has less useful special ammunition. And can't be dual-wielded unless your DM wants to let you take two ranged mounts on your terminator armor. Which he shouldn't. This, makes the devastator objectively the second-best class in the game, by a significant margin. Second best to the Techmarine, the cheesiest cheese to grace the earth. Most Techmarines have the strength ''(if not the Talent)'' to do the heavy bolter/lascannon spam almost as well as Devastator, and also has the privilege to not only have incredibly useful utility skills and pimping gear, but the best melee potential in the system. Yes, better than the dedicated assault class. The Techmarine also has EXCLUSIVE access to the best melee weapon in the game, and can get it so early that your [[powergamer]] techmarine player will be raping things just as hard at level one as he will at level 8. To clarify that point, I present to you, the one, the only: Breaching Auger. Khorne WISHES his sword were as destructive as this monster. The Breaching Auger does 4d10+3 damage with tearing, unwieldy, and power field. And it has 7 pen. Your highest space marine starting strength is 50 and that can be raised to 70. A Storm Warder Marine has a addition 5 strength, and can take the Tempest Amulet Amulet of Might trapping, which increases the stength by a further 2 and taking the Gene Seed Anomaly can be used to add another 3 strength, rsulting in a total of 80, giving a strength bonus of 18 ''(146 basic +2 power armor)'' doing 4d10+21 damage, with tearing. 5 dice that are very likely to trigger righteous fury. That when triggered, will do 4d10+21 damage with 7 pen AGAIN. With five more dice. To trigger it again. And thanks to the special rule of the weapon, [[Rape|all righteous fury damage is doubled]] ''(essentially meaning TRIPLE damage)'' If you are an Iron Priest or a Blood Angel, the dice pool ups to 6 dice per hit with the easy to get and obligatory talent '''Flesh Render''' ''(it's still 4d10 damage, you just throw away the two lowest)''. And then comes the servo arm. Which, as a reaction, grants an extra 2d10+28 hit with pen 10. That can also righteous fury. And also counts as having 75 strength for lifting shit and confers +10 to tech-use tests. Also, if you have the general space marine talent combat formation, you can replace your agility bonus for your intelligence bonus for purposes of initiative. So not only are you moving first, but not even [[Kaldor Draigo]] is going to be able to stop your cheesemarine from turning everything in front of it into fondue. Having the Crushing Blow talent will add two to the damage, meaning that the damage is now 4d10+23, and if a ten is rolled, then you get 4d10+23 damage doubled. Also forgot to mention that you can dual wield this shit. For two 4d10+23 hits that get to reroll two dice, with ANY result of a ten does 4d10+23 doubled again... [[Rip and Tear|Khorne is very pleased]]. It also only costs 18 requisition, or a little more than a power sword. And has no Renown requirement to speak of. And, with the ability to get artificer armor early in the game, you can have an armor set with 12 everywhere and two history rolls to boot. You then can buy arm mounts, so while you are killing everything with your inexpensive space drills you can have meltaguns strapped to your arms. And if you take the Forge-Master advanced specialty, you can "suppress" the Breaching Auger's unwieldly quality, meaning you can parry with your space drills and you get access to Artificer Bionics, which give an additional +10 bonus to any bionics you might have. The simple counter to this of course is for the [[GM]] to just stop giving you as much requisition each mission, if all you do is [[Munchkin]] with it he's obviously being too generous, and since characters only gain a few Signature Wargear talents they have to decide exactly which items to get. </div> </div>
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