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9

There doesn't seem to be a definitive book answer for this one. I'm actually inclined to think that this is on purpose, and there's no such skill - all such rolls should be made on Tech-use or an appropriate trade skill. I don't think you should add Trade (Programmer) or Trade (Software Engineer), because I don't believe those professions actually exist in ...


7

With Artillery and mechs, there will be no streets. With a modern force and 2000 artillery pieces, if the objective is "flatten the city" the mechs serve a defensive role only. They set up on fortified terrain and... nuke the city from orbit. For 5-6 meter tall mechs, again, with no intention of preserving the city, the mechs are used as demolition crews ...


7

Firstly, somewhat of a fluff explanation; I'll try and answer in two areas - the implants and the mechadendrites (which are technically also implants, but they're the stick-out kind): Mechanicus implants, bar very bizarre exceptions/chaos-tainted bionics, tend to follow the human form; bionic arms/legs/eyes are typically of human size and dimensions etc. In ...


5

My thoughts: The biggest challenge of urban combat is avoiding levelling the city. Attackers that have the luxury of blowing up every building as they walk by don't need to worry about guerillas. Cities are challenging not only because of the close quarters, but because they are filled with noncombatants. Modern warfare is about pinpointing enemy ...


4

In Deathwatch rpg you measure how well you do things against others by comparing degrees of success in what the rules calls an opposed test. For every 10% you roll below or above your percentage you gain one degree of success or failure. So if your character with WS 70 roll 47, he has 2 degrees of success (70-47=23, use only the tens). If your opponent ...


3

In the Warhammer 40k Universe, rather. What we see in Warhammer is a lot of high-power weaponry with a ton of output. Let's not kid ourselves either-the only way any building is standing is if it's built out of really durable materials, so we'd really need to know the city in question. Forge Worlds, for instance, might have the sorts of buildings that could ...


3

I don't know the exact rulings of Rogue-Trader, but I do have the Deathwatch manual on hand so can speak about some of the differences between Astartes and non- boltguns as defined in that manual, which (to my knowledge) is supposed to be compatible with Rogue Trader. Firstly, boltgun and bolter are the same thing: they fire "mass-reactive shells called ...


3

An habitual houserule for our group when playing games with percentile-based rolls is to compare success margins: Following your example, with both attacker and defender with 70 in their relevant skills. Both of them roll and get the following results: The attacker rolls and gets 55. He succeeds by a margin of 15. (70 - 55) The defender rolls and gets ...


3

An STC is referred to very few times in the W40K literature, but the most prevalent is that a true STC is an AI construct that can literally produce anything from the resources at hand. It must be emphasized that Horus the Warmaster persuaded much of the Mechanicus to join his heresy with the promise of 2 INTACT STCs. To that end, he made war upon the ...


2

Mechs can definitely be effective. In the standpoint of games, they are quite mechanically apt at it. Mechwarrior has a mech called the "Urban Mech", which is specifically designed for suppressing infantry in a city. Granted it's not very good at much else in the MW universe. Infantry can hide in buildings but the buildings can be toppled by the three ...


2

Deathwatch and Rogue Trader use different psychic power rules to Dark Heresy; there is a half hearted attempt to reconcile them in the core Rogue Trader book but they're still not really compatible. This is probably worth bearing in mind if you're going to bring psyker characters from the Dark Heresy into Deathwatch. Dark Heresy uses a system derived from ...


2

Regarding the wounds, explain that wounds are just a threshold, and damage above that generally leads to 'critical damage' - narrative wise, you could explain that the mutant took all the pellets to his face, which is really messed up now, but the rush of adrenalin is the only thing keeping him going. The rulebook suggests that for regular minions and thugs ...


1

Aside from the bits cited in ioanwigmore's answer, Deathwatch also assigns a higher damage value to Astartes bolters than to those made for normal humans. (Originally 2d10+5, later errataed to 1d10+9.) Since they both fire .75 caliber rounds, this implies that the Astartes bolters fire rounds which are either faster, denser, carry a larger explosive ...


1

Experienced or not the Players with a good imagination and interaction can be the difference between a fun or boring RP session regardless of what you do. Just something to keep in mind as this includes your interaction through your creations and imagination for the party to interact with. It sounds to me that you are immensely restricting your self by ...


1

After a lengthy search, including the other game-lines in the 40kRPG series, I would surmise that NO, you cannot dual wield two-handed weapons. Especially in terms of Deathwatch, and the somewhat limited wargear options, dual wielding two Power Claymores would quickly make that character more powerful than any other melee fighter, making it a game-winning ...


1

A great basic las weapon you should be able to get a hold of that can seriously damage a single target would be a long las. Which is shocking considering it's damage is just 1d10+3 with absolutely no penetration or rapid fire capacity. However in the Errata v3.0 released by Fantasy Flight Games the accurate trait, which the long las has on it, has been ...



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