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Old 10-21-2005, 10:21 PM   #21
mearrin69
 
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Default Re: Warhammer 40k weapons

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Originally Posted by GeneralTacticus
When building an RPG, you don't have to set, for instance, Space Marine stats low enough ...Even if you ignore the novels and short stories depicting their capabilities, that still indicates that they're very, very good.
Totally agree with this. One of the best things about Inquisitor is that GW decided not to cut down the SM abilities in the name of balance. According to 40k canon you'd rather crawl up a hog's a$$ for a hot ham sandwich than mess with just one of those guys - so they should be statted that way.

They're only beardy if you play them that way. :)
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Old 11-04-2005, 12:26 PM   #22
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Default Re: Warhammer 40k weapons

I resurrect this thread for a question: what skill should weapons such as heavy bolters, assault cannons, heavy cannons etc. use? Gunner (Machine Gun) or Guns (LMG)? Remember that shuch weapons can be braced by exceptionally strong people (Space Marines).
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Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 11-04-2005, 01:29 PM   #23
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Default Re: Warhammer 40k weapons

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Originally Posted by KlausPrinceOfTheUndeads
I resurrect this thread for a question: what skill should weapons such as heavy bolters, assault cannons, heavy cannons etc. use? Gunner (Machine Gun) or Guns (LMG)? Remember that shuch weapons can be braced by exceptionally strong people (Space Marines).
You can separate weapons like that. I'd probably use the classifications Bolt, Beam, Missile, and Plasma. If you include other races you'll have to use their own gunnery skills. For instance, Tau rail guns and Eldar Plasma Beams (starcannons).

Marines are pretty strong on their own and the basic power armour doesn't really lend itself to carry the weapon or enhance the S of the wearer a lot. I could go into the stat qualifications of the incremental change for each stat level (ie- S4 is X times bigger than S3), but I won't bog it down unless someone asks about it.
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Old 11-04-2005, 07:33 PM   #24
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by KlausPrinceOfTheUndeads
I resurrect this thread for a question: what skill should weapons such as heavy bolters, assault cannons, heavy cannons etc. use? Gunner (Machine Gun) or Guns (LMG)? Remember that shuch weapons can be braced by exceptionally strong people (Space Marines).
Hmm, Not sure about this. but couldn't you use both? the Guns (LMG) for those strong enough and Gunner (machine guns) for those, normal people, who need it to be mounted, on tripods or tanks, in order to use it.

Actually I think I would set Heavy stubbers and Heavy bolters as LMG's, even for normal humans. ...just with sucha high ST requirement that you would need to be really strong, or a marine to use it without a bipod.
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Old 11-05-2005, 01:50 PM   #25
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Default Re: Warhammer 40k weapons

Mmm, it seems that I must cast the most powerful spell in the world: KROMM SUMMONING!!!!!
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Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 11-05-2005, 07:00 PM   #26
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Default Re: Warhammer 40k weapons

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Originally Posted by KlausPrinceOfTheUndeads
Mmm, it seems that I must cast the most powerful spell in the world: KROMM SUMMONING!!!!!
I believe that works better by PM.
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Old 11-05-2005, 09:05 PM   #27
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Default Re: Warhammer 40k weapons

On the subject of chain-swords:

I just can't see how they would work very well, particularly when they encounter any armour. Even mail would give one trouble as the links foul up the sword's chain, and I can't imagine one doing anything other than scratching sheet-steel. I mean, we all know what happens when a modern chainsaw encounters, say, a nail in a board, right? I think chain-swords belong in the realm of lightsabers...
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Old 11-06-2005, 02:26 AM   #28
Squeblish Nef?
 
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Default Re: Warhammer 40k weapons

Meatmess fouls up chainsaws pretty badly, so they'd lose effectiveness after a while.
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Old 11-06-2005, 06:31 AM   #29
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Default Re: Warhammer 40k weapons

In the particular game-universe, they belong in the realm of the "far future".

They are presumably edged with mono-molecular blades, or simply very efficient, undiscovered alloys. In my ed. of the game, chain-swords are listed in the same category as normal swords and other medieval weapons, simply no special bonuses. In the tabletop game they are simply cool things to hang on miniatures to represent the each of the mini's basic close combat attack value; The actual strength of the attack is hard-coded into the mini's stat, rather then indexed to the weapon. In other words...chainswords are just cheeze.




Quote:
Originally Posted by ArmoredSaint
On the subject of chain-swords:

I just can't see how they would work very well, particularly when they encounter any armour. Even mail would give one trouble as the links foul up the sword's chain, and I can't imagine one doing anything other than scratching sheet-steel. I mean, we all know what happens when a modern chainsaw encounters, say, a nail in a board, right? I think chain-swords belong in the realm of lightsabers...
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Old 11-06-2005, 06:32 AM   #30
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Default Re: Warhammer 40k weapons

Quote:
Originally Posted by Squeblish Nef?
Meatmess fouls up chainsaws pretty badly, so they'd lose effectiveness after a while.

That's what blood grooves are for. Seriously, these aren't TL7-8 chainsaws. They're chainsaws from the 41st millenium.
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