Adeptus Astartes RP comments.

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Re: Adeptus Astartes RP comments.

Post by Lighthawk »

Tyyr wrote:I'm getting a final draft of the character gen rules together right now.
Ah, cool.
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.
Sounds reasonable
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.
Aye, I wouldn't really think much of a "Super Solider" that's only going to hit his target 30% of the time.
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Re: Adeptus Astartes RP comments.

Post by Tyyr »

Ok, first draft of the rules. Questions, comments?
Character Creation:

1) Use the Tyranus Conclave: Adeptus Astartes rules here.
2) Make sure your character conforms to the rules set out for creation. Once your character is created add 10 points to Weapon Skill, Ballistic Skill, Strength, Toughness, and Willpower. These are independent of other advances and serve only to bring your marine up to a more "Space Marine" level.
3) Follow the outlined advances. You have 7,000 XP to start with.
4) Each person will take the appropriate kit as defined in the rules set with the exception of weapons.
5) Each character may have the following: Up to 2 Basic or Pistol weapons you have the appropriate talents for or 1 Heavy and 1 Basic or Pistol weapon you have talents for as well as 2 Melee weapons or 1 Melee weapon and 1 Shield. All basic and pistol weapons will come with 10 standard reloads or the equivalent number of rounds in alternate clips.
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Re: Adeptus Astartes RP comments.

Post by Lighthawk »

Tyyr wrote:Ok, first draft of the rules. Questions, comments?
Character Creation:

1) Use the Tyranus Conclave: Adeptus Astartes rules here.
2) Make sure your character conforms to the rules set out for creation. Once your character is created add 10 points to Weapon Skill, Ballistic Skill, Strength, Toughness, and Willpower. These are independent of other advances and serve only to bring your marine up to a more "Space Marine" level.
3) Follow the outlined advances. You have 7,000 XP to start with.
4) Each person will take the appropriate kit as defined in the rules set with the exception of weapons.
5) Each character may have the following: Up to 2 Basic or Pistol weapons you have the appropriate talents for or 1 Heavy and 1 Basic or Pistol weapon you have talents for as well as 2 Melee weapons or 1 Melee weapon and 1 Shield. All basic and pistol weapons will come with 10 standard reloads or the equivalent number of rounds in alternate clips.
That's a lot of ammo
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Re: Adeptus Astartes RP comments.

Post by Tyyr »

Oh, and terminator armor for Deep. I checked the rules and there's nothing present in the rules we're using that prevents anyone from using it. That said I'm not 100% wild about using it here because... well it takes some big fucking guns to hurt it. Leads to some balance issues since most of us won't be in it.

That said I'd prefer to keep it regular marines this first go around. If your character distinguishes themselves in this campaign they'll get Terminator honors and be eligible to take it next go around.
Lighthawk wrote:That's a lot of ammo
The average bolter mag is 24 rounds. So you'd get 240 rounds for your bolter. It's a lot, but you're wearing power armor and have a strength in the 120's or so once you factor everything in so it's not a big deal from a weight standpoint. From another you're going to be facing a metric ton of orks.
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Re: Adeptus Astartes RP comments.

Post by Aaron »

So do you want me to add 10 to the stats I already have then? I'm likely going to be ditching some forbidden lore for BS/WS/T and maybe Forbidden Lore (Xenos).

!0 mags would give me 100 plasma rounds going by the DH stats for Plasma Pistol.
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Re: Adeptus Astartes RP comments.

Post by Aaron »

Oh and do the Wolves get a Tribal Cant (Fenris) or something?
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Re: Adeptus Astartes RP comments.

Post by Tyyr »

I was assuming you already had with the scores you got in the first couple stats.

As for the cant, not seeing anything in the rules about it. You can take it for free. Without another Space Wolf present its not like you can do anything with it anyways.
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Re: Adeptus Astartes RP comments.

Post by Aaron »

Tyyr wrote:I was assuming you already had with the scores you got in the first couple stats.

Going by the rules in the .pdf you add +30 to the standard DH character rolls for BS,WS, S, and T, so yeah.
As for the cant, not seeing anything in the rules about it. You can take it for free. Without another Space Wolf present its not like you can do anything with it anyways.
Well if Rochey plays a Wolf then he and I can yak about yous guys behind your back. ;)
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Re: Adeptus Astartes RP comments.

Post by Aaron »

OK, I'm going to ditvh Forbidden Lore (Warp) (Mutants), which will free up a 1000xp for some BS/WS and I'll take a rank in Forbidden Lore (Xenos).
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Re: Adeptus Astartes RP comments.

Post by Tyyr »

Now I'd allow it just for space marine gossip.

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Re: Adeptus Astartes RP comments.

Post by Deepcrush »

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
You should set the Plasma Pistol to 2d10+10E (Gets Hot)(Overload). Plasma rounds do AMAZING damage but are short ranged and risky to use.

Other then that I like the upgrades.
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Re: Adeptus Astartes RP comments.

Post by Deepcrush »

Tyyr wrote:Oh, and terminator armor for Deep. I checked the rules and there's nothing present in the rules we're using that prevents anyone from using it. That said I'm not 100% wild about using it here because... well it takes some big f***ing guns to hurt it. Leads to some balance issues since most of us won't be in it.

That said I'd prefer to keep it regular marines this first go around. If your character distinguishes themselves in this campaign they'll get Terminator honors and be eligible to take it next go around.
Okay, I'll take standard. BUT! Next round, I'm going Terminator! Just so you know.
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Re: Adeptus Astartes RP comments.

Post by Aaron »

There, ditching some forbidden lore got me W/S, BS, S into the 50's. So with the Power Armour adding +20 to Strength, that puts me into the 70's. Forbidden Lore (Xenos) isn't in my character path though. :(

I'm all for upping the stats of the Astartes Weapons BTW.
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Re: Adeptus Astartes RP comments.

Post by Tyyr »

You're Deathwatch, it is.

Everyone gimme what they plan on for weapons and I'll cook some stats for them.
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Re: Adeptus Astartes RP comments.

Post by Aaron »

Oh? I'd better look again.

Plasma pistol, Chain Axe, grenades.
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