InquisitorBob wrote:I haven't actually tried it but my finding out about those same rules you tried out was caused by one of my players asking about the possibility of a space marine game. There are some problems with the paths, but it's easy enough to fix (chain sooner and cheaper than power, as you said...).
The big thing I'd tell you is to have everyone make their characters and voice any issues they encounter to you. I'm sure my guys missed a few things themselves. Just be ready to make some rulings on the fly to fix things. Don't everyone expect to bring their characters to the table and just go without a little tweaking.
Deathwatch kill team seems the best way to go to have them fit into the Dark Heresy context, but I wouldn't even try to have a space marine into a regular acolyte group. There's a reason why Inquisitor can't take Space Marines in their retinue. Come to think of it a small group of Grey Knights could be tons of fun, too.
They recommended the space marine maybe getting half XP if he's in an acolyte group. I honestly don't think even that will make them work in the context of all the kit they get and natural bonuses they have. The Grey Knights is kind of intriguing but after reading the Grey Knights books I dunno if I'd want to
RP them.
"You have some down time as the ship travels what wil..."
"We pray."
"Yeah, same as the last fifty times."
Weapons definitely need to be improved however. It specifically says that the bolters available to Acolytes in Dark Heresy are smaller versions of the ones used by the Marines.
In the Inquisitor's Handbook, there's a bolt pistol based on the Godwyn pattern used by the Sisters of Battle and it requires 40 Strenght or the recoil gives you a penalty. And that's -based- on a -SoB- pattern.. so we're still pretty far from a genuine Marine-issue Bolt Pistol!
Precisely. The
IH also has the Angelus pattern bolt carbine that it says uses Space Marine bolts but it's still just 2d10X with 4 Pen. Average damage is exactly the same as the standard
DH boltgun. I'll post up my weapon's balancing rationale and the weapon table I came up with at the end of this.
robertsjf wrote:Aren't you concerned about character depth? Seems that space marines (hur) wouldn't offer as much from a roleplaying standpoint. That's not to say that I wouldn't enjoy a few games striding the battlefield like a god, but when the answer to every problem is "bolter" it feels like it might get a little tired....
Well first off I'm not getting where the 1D thing comes from. Space Marines have been shown on many occasions to have quite a bit of depth to them. Yes, they have a role they are intended for but they have some depth to them. Now, if it was all the same chapter on some normal mission yeah it could maybe get stale. That's why it's a
DW kill team. How well do you think our Codex quoting Ultramarine is getting along with our Space Wolves?
joe_momma wrote:I disagree about character depth in a space marine game, particularly a xenos kill team. The marines come from different chapters and have slightly different outlooks on imperial creed etc. Not to mention they are still somewhat human just highly disciplined. There could be rivalry amongst the team but once it's go time they put it aside for the sake of the mission. I imagine the Blood Angel and Space wolf guys are gonna give the ol' rainbow warrior a bit of a ribbing when time permits.
Precisely. On the field they're killing machines but when they aren't shooting people they're still characters. There will be conflict within the party. Being on a
DW team also gives plenty of chances for a
GM to put them into situations where killing might not be the answer, or even the wrong answer entirely.
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Weapon Balancing Rationale
First off, we have to remember that Astartes weapons (
SM) are already stated to be much larger and in general better than the equivalents in the
DH book. My goal in all this is to balance the weapons to what is seen in the
fiction for
SM weapons.
So first off our test subjects. Joe the standard human, 10 wounds, 2 toughness, 0 armor. Bob the standard space marine, 18 wounds, 10 toughness, 12 armor (chest).
DH boltgun, 1d10+5X 4 Pen. Death is considered to be -8 wounds. There is sort of a gray area where some of the -7 and -8 wounds damage with a chance to kill, some kill outright, etc. In general if they aren't killed outright at -8 wounds they at least are damaged enough that unless they get medical treatment they'll die.
Now first off we need to talk about weapon damage. The
DH boltgun averages 10-11 damage (10.5 if you want to get technical about it) with a min of 6 and a max of 15. It has 4 penetration. With average damage (11) a normal unarmored human will still have 1 wound left. Mind you he just took this round full in the chest with no armor and he survives. With max damage the target is reduced to -3 wounds. Max damage from a bolter on an unarmored human will usually only leave them stunned and fatigued. That's... really unimpressive for what should be one of the most powerful guns you can get before getting into the heavy artillery. Guess what, it wouldn't even phase a space marine. There's literally no point in even bothering to find out what happens when someone fires a
DH boltgun at a space marine. It's not going to hurt him, even a head shot.
Now we go to the rules set we're using (mostly). Their
SM boltgun is 2d10X with 4 Pen. The average damage is 11, minimum 2 (
wtf?) with a max of 20 now. Penetration is still 4. What happens vs. and unarmored human? Well amazingly enough on an average shot exactly the same thing. Joe the human is at 1 wound and general unaffected. An Astartes bolt right to the chest or head and he just shrugs and walks off under the
DH rules. A standard human. Unarmored. Now what happens when we max it out to 20 damage? He dies, barely. A perfect max damage
SM boltgun shot, a 1 in a 100 damage roll mind you, will just barely kill standard unarmored human. 99% of the time a regular human can take an Astartes bolt to the chest and survive, mostly. On the higer damage rolls, 17, 18, 19, he'll be pretty fethed up but not dead. Space marine? Average shot is the same, it makes it through the
SM's armor but doesn't do any damage. Max damage? It drops the
SM by 2 wounds. That's at 20 damage. At 18 and below it does no damage at all to the
SM (with a chest shot, 16 and less to the head and its no damage). I'd have to run the odds to get an exact number but by the rules you're looking at about an 85% chance that a bolter hit to a
SM isn't going to even cause so much as a single wound.
Now, in the fiction what happens? Well first off a hit to a human with a
SM bolter is pretty much instant death. Hell a hit with a regular bolter is pretty much instant death. In Brothers of the Snake traitor marines died to one to two bursts of a
SM bolter. So call it 3 to 5 bolter hits were lethal. Using my example marine that means you were doing about 23 damage to the marine in 3 to 5 hits, so you were doing 5 to 8 damage per hit. That's where I get my base line for damage. One hit is instant death to an unarmored human. 3 to 5 solid hits should kill a
SM.
So what did I get for a
SM bolter? 2d10+5X with 5 Pen. So the average damage is 16 with 5 Pen. Minimum is 7 with a max of 25. Our regular human is reduced to -4 wounds on an average hit. Wounded, but alive. You'd need an above average shot of 20 damage to get the instant kill on a regular human. Space Marine? Well the average hit does... nothing to the chest. A hit to the head will do a single wound of damage. So at least our average hit MIGHT hurt a space marine. At full damage you'll do 8 wounds to the chest, 9 to a limb, or 10 to the head. It'd take about 3 of those to doom our average marine. An average roll or less does little to nothing, a slight above average can start to wound a
SM. Now personally I'm not wild about not being able to outright vape a regular human but on the upper end it can do it and it can wound a space marine. On the whole I'm happy with that damage. Not quite as deadly as the books but almost.
With the bolter's damage set I started to scale off it. The boltpistol does the same damage but at a reduced range. I'm pondering reducing the Pen a bit to 4. The heavy bolter gets a bit more damage along with more range and a slight increase in Pen. The sniper rifle is a single shot boltgun, I gave it a special quality that will allow for some one shot kills against moderately tough targets.
Plasma weapons, in the fiction they are monsters. Good pen and a LOT of damage. I might actually tone the Pen down. Make it Just a point or two over the bolters but with the recharge requirement allowing it to only fire every other turn it's probably fine.
Meltas, less range, more damage and pen. No recharge but between the small clips and short range I think they're fine.
Melee, here's where it gets sort of iffy. In the chain department I upped the damage slightly along with more pen. The marines are larger so are the weapons. I think once you take into account the marine's increased strength they'll behave how I'm wanting them too. Power weapons, this is sort of... odd. I've seen two schools of thought on them, the one Deep seems to be advocating that it does no more damage than a regular sword just with great pen, but at the same time I've read many accounts that would indicate the power field does more than let them slice right through armor, its also doing a good deal of damage itself. I think the best example of this is the power fist. Obviously the power field does more damage than normal or else a powerfist would just do damage like a punch. It doesn't, even in the Inquisitor's rule book it's doing 2d10E with double the user's strength bonus. That meshes with what I've read in places like Brother's of the Snake that mention some kind of disruption effect that literally blew its targets apart. Also I wanted them to be a significant improvement over chain weapons and make them deadly even to a space marine.
So that's the rationale behind how I arrived at these stats. I'm open to discussion on them.
Sorry about the weapon table but there's no good way to format it I can find for the board.
Weapon Class Range
RoF Damage Pen Clip Reload Special
Bolt
Bolt Pistol Pistol 50m S/2/- 2D10+5X 4 Pen 10r Full
Bolter Basic 150m S/3/5 2D10+5X 5 Pen 24r Full
Heavy Bolter Heavy 200m ~/3/10 2D10+10X 6 Pen 400r 3 Full
Bolt Sniper Rifle Basic 500m S/-/- 2D10+5X 6 Pen 10r Full Accurate, Telescopic Sight, Bipod, Gibby
Plasma
Plasma Pistol Pistol 50m S/-/- 3D10+5E 5 Pen 8r 2 Full Overheats
Plasma Gun Basic 150m S/3/- 3D10+10E 7 Pen 20r 2 Full Overheats
Plasma Cannon Heavy 250m S/-/- 5D10+10E 10 Pen 30r 3 Full Overheats
Melta
Melta Pistol Pistol 30m S/-/- 3D10+10E 10 Pen 3r 2 Full
Melta Gun Basic 50m S/-/- 4D10+10E 12 Pen 5r 2 Full
Multi-Melta Heavy 80m S/-/- 5D10+10E 16 Pen 15r 4 Full
Melee
Chain Sword Melee 1D10+5R 3 Pen Balanced, Tearing
Chain Axe Melee 1D10+8R 5 Pen Tearing
Power Sword Melee 2D10+5E 6 Pen
Power Longsword Melee 2D10+8E 7 Pen
Power Fist Melee 2D10+10E 8 Pen 2xSB, Unwieldy
Power Axe Melee 2D10+8E 6 Pen
Lightning Claws Melee 2D10+5E 12 Pen Balanced, Tearing
Grenades
Frag SBx3 3D10+5X 2 Pen Blast (6)
Krak SBx3 3D10+10E 10 Pen
Smoke SBx3 Smoke
Photon Flash SBx3 Flash
Inferno SBx3 3D10E 6 Pen Blast (5), Fire
Gibby Successful aimed, called shots to the head do double damage.