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Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 11:35 pm
by Aaron
I shall take an Atlas. I'm also going to put up a CS thread before things get buried here.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 1:37 am
by Aaron
Using the generic stats that Tyyr worked up I think we have a decent starting point. I'm using them as my crew stats.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 1:57 am
by Aaron
Added some tentative benefits for the vehicle options.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 1:25 pm
by Aaron
So the stats for Heavy Flamer in the book are 30m S/-/- 2d10+4E Pen 4Clip 10 2Full Flame

I'm thinking for the Hellhound it ought to be at least 3d10. There won't be any need to reload (feeds form a huge tank) but the TT has them listed as having only 98 shots.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 2:21 pm
by Mikey
Cpl Kendall wrote:So the stats for Heavy Flamer in the book are 30m S/-/- 2d10+4E Pen 4Clip 10 2Full Flame

I'm thinking for the Hellhound it ought to be at least 3d10. There won't be any need to reload (feeds form a huge tank) but the TT has them listed as having only 98 shots.
:? That would mean that the heavy flamer does slightly more average damage than the inferno cannon. As far as ammo, I read the same thing. There are other patterns which fluff describes as having larger promethium cells, but I'm not sure I want to get into that. I'll probably just take auxiliary tanks as one of my vehicle upgrades, and use that for both drive fuel and flamer promethium.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 2:25 pm
by Aaron
Wait, the heavy flamer does more average damage then the inferno cannon?

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 2:51 pm
by Tyyr
Will when you go 2d10+4 vs. 3d10 the average damage is 15 vs. 16.5. So the inferno cannon as you stat it has slightly more average damage but not much. Max damage is 24 vs. 30 and min damage is 6 vs. 3. I'd probably at a +3,4, or 5 to the inferno cannon given that it's supposed to be a supersized vehicle flamer.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 3:28 pm
by Aaron
So to be clear you mean 3d10+(3),(4) or (5)?

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 3:34 pm
by Mikey
Cpl Kendall wrote:Wait, the heavy flamer does more average damage then the inferno cannon?
No, Tyyr's right. I was thinking d6 instead of d10. I agree with him also in that to make things seem right according to fluff/BG, it should be around 3d10+3, 3d10+4, or 3d10+5. Range should probably fall somewhere around 60m - 75m.

What kind of shotgun are you referring to in the initial equipment list for crewmen?

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 3:38 pm
by Aaron
The Slayer, pump action, stockless. I would have done up stats for the shotgun the DK use but it's pretty frakkin' big to be hauling in and out of a vehicle.

For the Inferno Cannon, let's go full bore; 3d10+5 Range: 75m

Edit: Unless there are objections then Vehicle Commanders and the Squad Sgt's can start at Sgt (2000xp).

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 3:40 pm
by Mikey
Treat it as a regular pump-action per DH rulebook, then?

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 3:40 pm
by Aaron
Mikey wrote:Treat it as a regular pump-action per DH rulebook, then?
Yes.

Re: Death Korps Miscellanea

Posted: Tue Dec 15, 2009 10:34 pm
by Mikey
Hmmm. I'm looking at the generic crewmen/guardsmen we're all using, and they say "0 XP spent, 400 available." However, it looks like they've got a simple BS advance, Sound Constitution x 2, and Awareness, which would mean that the 400 XP is already spent.

Re: Death Korps Miscellanea

Posted: Wed Dec 16, 2009 12:46 am
by Aaron
Well that's easy enough to fix.

Re: Death Korps Miscellanea

Posted: Wed Dec 16, 2009 2:57 am
by Tyyr
Yeah, that was a typo on my part.

And what type of hellgun is available?