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Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:26 pm
by Aaron
posting from mobile: going TO assign values to the vehicle options so they do something.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:30 pm
by Mikey
Cpl Kendall wrote:Feel free to ask me about what your not sure of.
Just not that familiar with how the mechanics work, is all. I guess I just have to sit and read through that Vehicles apocrypha for a bit.
Cpl Kendall wrote:Not yet, it's still free.
Cool. I'd take that, unless you really need someone to take the scout Salamander.

Now, near as i can tell the Hellhound has the inferno cannon (which you'd need to spec - looks like a super-heavy flamer, but with range) and a hull-mounted hvy bolter. I didn't see any pintle weapon in the write-ups I could find, but the Chimera chassis does get one. If the 'Hound has one and we're choosing between a heavy stubber and a storm bolter, are we looking at the Astartes .pdf specs for the storm bolter?

Also, shouldn't the vehicle commander at least have a heavy weapon talent to operate the pintle mount?

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:33 pm
by Tyyr
Even though this is a scout group I wouldn't feel pressed to take a "Scout" salamander. We'll be operating well in advance of the main force and lugging along a Leman Russ. A scout Sally might be fast but most of the time the speed of advance will be limited by the LR. I think the hellhound would be beneficial. Oh, and the Storm quality on a weapon means it's ammo consumption rate is doubled and so are the number of hits. Just use regular bolter stats otherwise.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:36 pm
by Mikey
Tyyr wrote:Even though this is a scout group I wouldn't feel pressed to take a "Scout" salamander. We'll be operating well in advance of the main force and lugging along a Leman Russ. A scout Sally might be fast but most of the time the speed of advance will be limited by the LR.
All that is fair, I just thought Kendall said he wanted someone to take the scout.
Tyyr wrote:I think the hellhound would be beneficial.
Yeah, I thought it would do nicely in keeping the grunts off our skirts.
Tyyr wrote:Oh, and the Storm quality on a weapon means it's ammo consumption rate is doubled and so are the number of hits. Just use regular bolter stats otherwise.
So, more like the TT version? Cool.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:37 pm
by Tyyr
TT?

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:40 pm
by Aaron
Mikey wrote:
All that is fair, I just thought Kendall said he wanted someone to take the scout.
Or a Centaur/Chimera with infantry for the actual "sneek and peek". We're good if you want the Hellhound.

TT=Table Top
For the vehicles the only real stats you'd need would be Agility for driving tests and BS for shooting. You could just use the commander's BS and maybe give them a +10 or +20 for familiarity with their weapons and the targeting systems they have. Use the driver's AG or just assign them one with a modifier for the vehicle, like bulky LR's get -10, nimble little sallys get +10 or something like that.
Lets do that.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:43 pm
by Tyyr
Cpl Kendall wrote:Or a Centaur/Chimera with infantry for the actual "sneek and peek". We're good if you want the Hellhound.
Well so far we've got two Chimeras full of infantry so I think we've go that covered. I was trying to orient mine for scouting with the auspex, comms, and sensor mast.
TT=Table Top
Durrr, yeah, like the TT version. I got that rule out of Rogue Trader though.
Lets do that.
Any feelings on the generic guardsmen/crew?

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 8:48 pm
by Aaron
Tyyr wrote: Well so far we've got two Chimeras full of infantry so I think we've go that covered. I was trying to orient mine for scouting with the auspex, comms, and sensor mast.
I think I'll be assigning + values to things like the options. Something like "improved comms gives +10 to comms checks and grants long range ability"
Any feelings on the generic guardsmen/crew?
No, they look good. Weapons skills being off board is a good call.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 9:46 pm
by Deepcrush
Hey, the Chimera takes 12 passengers or 10?

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 9:49 pm
by Aaron
Weird, should be ten.

Edit: Disregard. It's 12 plus three crew.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 9:51 pm
by Mikey
OK, now Kendall and Tyyr have lost me again.

#1 - Is there, in fact, a "points system" or somesuch to determine what/how much vehicle upgrades we can take?

#2 - Are we still creating PC's for our crew? Ex.: for the Hellhound, I'd create a driver, gunner, and commander, right? I understand we're using simple BS for mounted weapons; would we still need the appropriate heavy weapon talent for a pintle mounted weapon?

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 9:53 pm
by Aaron
Mikey wrote:
#1 - Is there, in fact, a "points system" or somesuch to determine what/how much vehicle upgrades we can take?
No. Just don't go crazy.
#2 - Are we still creating PC's for our crew? Ex.: for the Hellhound, I'd create a driver, gunner, and commander, right? I understand we're using simple BS for mounted weapons; would we still need the appropriate heavy weapon talent for a pintle mounted weapon?
Yes, three crew.

Since Tyyr suggested it, I've decided to remove specific WS's from the equation. We'll assume the PC's/NPC's have the skills to use the weapons they have.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 10:00 pm
by Mikey
Cpl Kendall wrote:We'll assume the PC's/NPC's have the skills to use the weapons they have.
Gotcha. Just take advances normally for personal weapons.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 10:01 pm
by Deepcrush
Cpl Kendall wrote:Weird, should be ten.

Edit: Disregard. It's 12 plus three crew.
Okay on that. I'll pull my listing back up and edit it.

Re: Death Korps Miscellanea

Posted: Mon Dec 14, 2009 10:35 pm
by Deepcrush
Deepcrush wrote:Chimera

Turret - Multilaser
Hull - Heavy flamer
Hatch - Dual Heavy Stubber
View ports - 3 port, 3 starboard - Mounted flamers (1 port & starboard) with the rest open slots.

Upgrades - Improved Comms (free), Mine Plow, Auspex, Rough Terran Mod.

Squad - 1 Autogun, 1 Grenade Launcher, 2 Heavy Stubbers, 2 Plasma guns, 6 Longlas, all have laspistols & frags (minus the comtech). All longlas are scoped (count as sighted).

Sgt Wulfmar - Autogun, laspistol, frags
Comtech Elfric - Grenade launcher, laspistol, comm gear.

-fireteam alpha-
Cpl Hildebrand - Plasma gun, laspistol, frags.
Spl Cynewolf - Heavy Stubber, laspistol, frags.
Pvt Sigeric - Longlas, laspistol, frags.
Pvt Wyvn - Longlas, laspistol, frags.
Pvt Altul'hof - Longlas, laspistol, frags.

-fireteam bravo-
Cpl Grimbold - Plasma gun, laspistol, frags.
Spl Diether - Heavy Stubber, laspistol, frags.
Pvt Cuthbert - Longlas, laspistol, frags.
Pvt Ludwig - Longlas, laspistol, frags.
Pvt Hrothgar - Longlas, laspistol, frags.
Updated listing.