Adeptus Astartes RP comments.

Post Reply
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

And Rochey, if you want to do the Long Fang/Devestator bit that's fine as well. This is SM's, everyone is gonna be shooty.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: Adeptus Astartes RP comments.

Post by Sionnach Glic »

I think I'll stick with the scout. A recon specialist with Space Wolf senses would undoubtedly come in handy.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
Aaron
3 Star Admiral
3 Star Admiral
Posts: 10988
Joined: Thu Aug 23, 2007 10:01 pm
Location: Timepire Mobile Command Centre
Contact:

Re: Adeptus Astartes RP comments.

Post by Aaron »

Oh good. I'll post my character here for now. I intend to take a plasma pistol as his ranged weapon, are we using the DH rules for it? I didn't see stats for them in the .pdf, ditto for Chain Axe.

Name: Bjor
Homeworld: Fenris
Career: Space Marine
Rank: Spirit Hunter
Gender: Male
Build: Lean (2.35m/145Kg)


WS: 44
BS: 41
S: 46
T: 39
Ag: 33
Int: 27
Per: 37
WP: 27
Fel: 27

Wounds: 17
Fate Points: 2
Insanity Points: 16
Corruption Points:

Traits: Canis Helix, Secondary Heart, Ossmodula, Biscopea, Haemastamen,Larraman's Organ, Catalepsean Node, Preomnor, Omophagea, Multi-lung, Occulobe, Lyman's Ear, Sus-an Membrane, Melanochrome, Oolitic Kidney, Neuroglottis, Mucranoid, Betcher's Gland, Progenoids

Basic Skills: Speak Language (Low Gothic), Common Lore (Imperium), Navigation (Ground), Awareness, Awareness +10, Carouse, Swim, Silent Move, Concealment, Climb

Advanced Skills: Survival, Common Lore (Chapter History), Tracking, Chem-Use, Trade (Apothecary), Tech-Use (Apothecary Tools), Forbidden Lore (Gene-Seed), Forbidden Lore (Mutants), Forbidden Lore (Space Marine Anatomy), Forbidden Lore (Warp), Medicae, Scholastic Lore (Gene-Seed), Scholastic Lore (Space Marine Anatomy), Scholastic Lore (Human Anatomy), Scholastic Lore (Chymistry), Scholastic Lore (Pharmacology), Pistol Training (Plasma)


Talents: Melee Weapons Training (Primitive), Pistol Training (Primitive), Pistol Weapon Training (Bolt), Chem Geld, Melee Weapon Training (Chain), Ambidextrous, Pistol Training (Plasma), Marksmen

Gear: Power Armour (Head 10, Body 12, Arms 11, Legs 11), Narthecium/Reductor

Weapons: Plasma Pistol, Chain Axe

XP:

Starting: 7000
Earned:
Spent: 6975
Remaining: 25

Purchases:

Activate Secondary Heart (25)
Activate Ossmodula (25)
Activate Biscopea (25)
Activate Haemastamen (25)
Activate Larraman's Organ (25)
Activate Catalepsean Node (25)
Activate Preomnor (25)
Activate Omophagea (25)
Activate Multi-lung (25)
Activate Occulobe (25)
Activate Lyman's Ear (25)
Activate Sus-an Membrane (25)
Activate Melanochrome (25)
Activate Oolitic Kidney (25)
Activate Neuroglottis (25)
Activate Mucranoid (25)
Activate Betcher's Gland (25)
Activate Progenoids (25)
Activate Black Carapace (25)
Pistol Weapon Training (Bolt) (100)
Chem Geld (100)
Sound Constitution† x 7 (1200)
Swim (100)
Survival (100)
Common Lore (Chapter History) (100)
Silent Move (100)
Concealment (100)
Climb (100)
Awareness +10 (100)
Melee Weapon Training (Chain) (100)
Tracking (100)
Chem-Use, +10, +20 (300)
Trade (Apothecary) (100)
Tech-Use (Apothecary Tools), +10, +20 (500)
Ambidextrous (100)
Forbidden Lore (Gene-Seed), +10, +20 (400)
Forbidden Lore (Mutants), +10, +20 (400)
Forbidden Lore (Space Marine Anatomy), +10< +20 (300)
Forbidden Lore (Warp), +10, +20 (600)
Medicae, +10, +20 (300)
Scholastic Lore (Gene-Seed), +10, +20 (300)
Scholastic Lore (Space Marine Anatomy), +10, +20 (300)
Scholastic Lore (Human Anatomy), +10, +20 (300)
Scholastic Lore, +10, +20 (Chymistry) (400)
Scholastic Lore (Pharmacology), +10, +20 (300)
Pistol Training (Plasma) (100)
Marksmen (200)

Subject to change. I'm not sure if I want to ditch some wounds for increased BS/WS.
User avatar
Deepcrush
4 Star Admiral
4 Star Admiral
Posts: 18917
Joined: Thu Sep 06, 2007 8:15 pm
Location: Arnold, Maryland, USA

Re: Adeptus Astartes RP comments.

Post by Deepcrush »

Kendall, the min for T is 40. So you have to up yours by one.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

For a battle hardened space marine those skills are surprisingly weak. Not being an ass I'd just expect a space marine to have better than a 50/50 shot at hitting a target. Not to mention the wounds are on the low side.

I'll be making my Devastator later today. That'll help me digest the rules some more.
User avatar
Deepcrush
4 Star Admiral
4 Star Admiral
Posts: 18917
Joined: Thu Sep 06, 2007 8:15 pm
Location: Arnold, Maryland, USA

Re: Adeptus Astartes RP comments.

Post by Deepcrush »

Tyyr wrote:For a battle hardened space marine those skills are surprisingly weak. Not being an ass I'd just expect a space marine to have better than a 50/50 shot at hitting a target. Not to mention the wounds are on the low side.

I'll be making my Devastator later today. That'll help me digest the rules some more.
To be fair, that seems to be without any basic upgrades. So, he'll really start to jump as he gains XP.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
Mikey
Fleet Admiral
Fleet Admiral
Posts: 35635
Joined: Fri Jul 27, 2007 3:04 am
Commendations: The Daystrom Award
Location: down the shore, New Jersey, USA
Contact:

Re: Adeptus Astartes RP comments.

Post by Mikey »

Hey guys, I'm sorry but I won't have a chance to even look at the DR site until AT LEAST tomorrow. Does it give different ability mods for different chapters (like Salamanders have lower Agil but higher WP, for example?) Don't know what to take - if LH is a Salamander, then we shouldn't need a Techmarine... you guys think I should take a chaplain or assault marine?
I can't stand nothing dull
I got the high gloss luster
I'll massacre your ass as fast
as Bull offed Custer
User avatar
Deepcrush
4 Star Admiral
4 Star Admiral
Posts: 18917
Joined: Thu Sep 06, 2007 8:15 pm
Location: Arnold, Maryland, USA

Re: Adeptus Astartes RP comments.

Post by Deepcrush »

Having a techmarine never hurts.

I think I might take a Dev, since he's the only standard SM that gets to take Terminator Armor. Plus, its always helpful to have some really serious firepower.
Jinsei wa cho no yume, shi no tsubasa no bitodesu
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

Deepcrush wrote:To be fair, that seems to be without any basic upgrades. So, he'll really start to jump as he gains XP.
Well he already is at 7,000 XP. Well he is the medic, maybe he's the medic because he's a bad shot. :poke:
Mikey wrote:Hey guys, I'm sorry but I won't have a chance to even look at the DR site until AT LEAST tomorrow. Does it give different ability mods for different chapters (like Salamanders have lower Agil but higher WP, for example?) Don't know what to take - if LH is a Salamander, then we shouldn't need a Techmarine... you guys think I should take a chaplain or assault marine?
There are changes, depending on the chapter. Space Wolves have some big changes, others have the quirks their parent chapters do. Don't worry about getting to DR. We'll be waiting for LH to get back from his honeymoon to start.
User avatar
Deepcrush
4 Star Admiral
4 Star Admiral
Posts: 18917
Joined: Thu Sep 06, 2007 8:15 pm
Location: Arnold, Maryland, USA

Re: Adeptus Astartes RP comments.

Post by Deepcrush »

Tyyr wrote:Well he already is at 7,000 XP. Well he is the medic, maybe he's the medic because he's a bad shot. :poke:
Very true, he couldn't hit a target so they said "here, carry the medic stuff and just don't bother us."
Jinsei wa cho no yume, shi no tsubasa no bitodesu
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

How do people feel about the weapons as they currently exist in the books?

Personally I'm not wild about the way they are set up. For instance a bolter that any civvie slob can get their hands on with enough cash does 1d10+5X with 4 Pen, in the rules we're using they do 2d10X with 4 Pen. The average damage from both is the same. In fact while the Astartes bolter can peak out higher than the civvie one, 20 as opposed to 15 damage, the Astartes one can actually do less damage with it's minimum of 2 compared to the civvie's 6. Frankly, I don't think it's that much more impressive, even a little worse I think.

Then you've got the DH plasma pistol with it's 1d10+6E with 6 Pen. The penetration is nice but given how powerful they're fluffed as being it's only 3 damage over the lasgun's.

So what I'm asking is are we all fine with using the weapons presented or would we like to craft some new "Space Marine Only" type weapons?

For instance:
Astartes Bolter: Basic 150m S/3/5 2D10+5X 6 Pen 24r Full
Astartes Heavy Bolter: Heavy 200m -/3/10 2D10+10X 7 Pen 600r 3 Full
Astartes Plasma Pistol: Pistol 50m S/-/- 1d10+10E 8 Pen 10r 2 Full
User avatar
Lighthawk
Rear Admiral
Rear Admiral
Posts: 4632
Joined: Fri May 22, 2009 7:55 pm
Location: Missouri, USA, North America, Earth, Sol System, Orion Arm, Milkyway Galaxy, Local Group, Universe

Re: Adeptus Astartes RP comments.

Post by Lighthawk »

Tyyr wrote:How do people feel about the weapons as they currently exist in the books?

Personally I'm not wild about the way they are set up. For instance a bolter that any civvie slob can get their hands on with enough cash does 1d10+5X with 4 Pen, in the rules we're using they do 2d10X with 4 Pen. The average damage from both is the same. In fact while the Astartes bolter can peak out higher than the civvie one, 20 as opposed to 15 damage, the Astartes one can actually do less damage with it's minimum of 2 compared to the civvie's 6. Frankly, I don't think it's that much more impressive, even a little worse I think.

Then you've got the DH plasma pistol with it's 1d10+6E with 6 Pen. The penetration is nice but given how powerful they're fluffed as being it's only 3 damage over the lasgun's.

So what I'm asking is are we all fine with using the weapons presented or would we like to craft some new "Space Marine Only" type weapons?

For instance:
Astartes Bolter: Basic 150m S/3/5 2D10+5X 6 Pen 24r Full
Astartes Heavy Bolter: Heavy 200m -/3/10 2D10+10X 7 Pen 600r 3 Full
Astartes Plasma Pistol: Pistol 50m S/-/- 1d10+10E 8 Pen 10r 2 Full
I wouldn't say no to more power. Do you want to set up a formula for it, increase such n such stat by X%, or what?
Image
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

I'd probably purely go off of what weapons people want to use and just tweak those particular weapons.
User avatar
Lighthawk
Rear Admiral
Rear Admiral
Posts: 4632
Joined: Fri May 22, 2009 7:55 pm
Location: Missouri, USA, North America, Earth, Sol System, Orion Arm, Milkyway Galaxy, Local Group, Universe

Re: Adeptus Astartes RP comments.

Post by Lighthawk »

Tyyr wrote:I'd probably purely go off of what weapons people want to use and just tweak those particular weapons.
That works

Question about the characteristics. You said the minimum seems low and wanted to raise it by 10. Does that mean we need to spend as much XP as needed to get those up, or are we using some kind of modified rolling scheme for characteristic generation?
Image
Tyyr
3 Star Admiral
3 Star Admiral
Posts: 10654
Joined: Tue Mar 31, 2009 10:49 pm
Location: Jeri Ryan's Dressing Room, Shhhhh

Re: Adeptus Astartes RP comments.

Post by Tyyr »

I'm getting a final draft of the character gen rules together right now.

Essentially follow the rules as they are in the book. Then once you've got everything together add 10 to WS, BS, S, T, and WP. No paying the cost, you just get ten extra points in those skills. Call it part of the Space Marine package.

I just think it's idiotic to have a space marine with those stats in the 30's. They're eight+ foot tall genetically engineered, surgically modified, and hyper trained supermen.
Post Reply