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Messages - Wargamer

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1
Online Roleplaying / Re: Lost in Exploration [RP]
« on: April 03, 2017, 07:27:20 AM »
"Not that I'm objecting to fleeing hostile fighters by any means," the doctor chimed in, "but I feel obliged to question if it is at all safe to use the hyper drive this close to a planet. Are we absolutely sure we know what we're doing?"

2
Online Roleplaying / Re: Lost in Exploration [RP]
« on: March 10, 2017, 12:20:37 AM »
"Hello everyone, I am Dr Hale. I'll be taking care of your medical needs for the journey. I know some people are not keen on us Lunar boys, but rest assured I have no ulterior motives. I'm here for the furthering of medical knowledge and to keep you all fit as a fiddle."

3
I'd imagine there's also failsafes and redundancies built in. This is a ship that can't expect help if something goes wrong, so it's likely there's a fair bit of overdesign taking place.

4
I don't see the medical deck on the plan...

5
Online Roleplaying / Re: Lost in Exploration [RP]
« on: February 21, 2017, 10:21:39 PM »
The ship was impressive, but Pieter was far more interested in his paperwork. He was stood by a selection of medical crates, many of which bore large, stark warning stickers such as "DO NOT OPEN OUTSIDE OF SEALED ENVIRONMENTS!" or "DISPOSE OF VIA INCINERATION!" This was actually quite routine, as he had often had to inform those unfamiliar with medical technology; there was a certain paranoia among the medical fields that some careless practitioner might cause an outbreak on a ship or station. Not all the rules had to be followed, though you never told anyone else that.

So engrossed was he in his itinerary that he almost didn't register the security officer. "Hmm? What? Oh, yes. Doctor Hale at your service," he said with a warm grin. "I was just reviewing the medical manifest. I must say, our requisitions staff have done their bast to cover all the bases. If I didn't know better, I'd think we were being shipped off to some crisis zone! Once everything is on board and in place, I should be able to handle any medical emergency, large or small. Let's hope it's all small though, eh?"

6
Pieter Hale is a man in his early thirties, with blond hair, blue eyes and a slight Russian accent. He wears glasses not because he needs them, but because he thinks it's something academics should wear. If his hair is not kept cropped short, it quickly grows out of control and seemingly takes on a life of its own, defying combs and styling gel to maintain a naturally frazzled look. As such, Pieter often looks like he's been working with unsafe electrical equipment. Under his shirt, he has distinctive birthmarks across his chest and back, though he rarely reveals them.

7
Mkoll has a character with 78 will apparently. :p

8
News, Rumours and Trading / Re: Roboute Guilliman Inbound
« on: February 08, 2017, 11:53:28 AM »
That's not Robute Guilliman, that's Cato Sicarius in disguise! :P

9
Online Roleplaying / Re: Sci-Fi RP Feeler Thread
« on: February 06, 2017, 07:48:42 PM »
I'm hoping this does turn out like FTL. It'll make combat nice and easy.

"Sir, we're being boarded!"
"Everyone into the medibay! Vent every other room on the ship!"

10
Online Roleplaying / Re: Sci-Fi RP Feeler Thread
« on: February 06, 2017, 07:30:50 PM »
Sounds intriguing. I'm in! :D

11
House Rules / Battlefleet Gothic Armada - PC game Space Marine fleet
« on: December 14, 2016, 03:19:22 PM »
This is my own Astartes fleet list inspired by the fleet of Battlefleet Gothic Armada (the PC game), and converting it to be inline with the Battlefleet Gothic Armada (tabletop) fleet list.

I also took the liberty of giving their ships proper names, rather than "Mk I Battle Barge" or similar dull naming conventions, because why not?

Legate Class Battle Barge:
Legate Class Battle Barges make up the bulk of the Astartes battleships, and where genuine vessels are not available the Astartes will often seek to refit other vessels to similar standards. It is a time honoured design, combining impressive naval firepower and a formidable planetary assault capability. Armed with bombardment cannons, cavernous launch bays and facilities for three entire Companies of Space Marines, the Legate is a mobile fortress that can bring an entire world to its knees alone. Unfortunately for the enemies of Mankind, these vessels are invariably accompanied by numerous other Astartes vessels.
This ship uses the "Battle Barge" entry from BFG:A

Tribune Class Battle Barge:
The Tribune is a less common sight within the Astartes fleets, but is found more often in fleet based Chapters. A variant of the Legate, the Tribune sacrifices some of its planetary assault capability for increased naval firepower. Armed with an array of heavy lance batteries on the prow, and additional lance turrets along the dorsal spine, the Tribune can swiftly overwhelm enemy ships in a blinding flash of energy weapons, and any that survive will be broken apart by plasma broadsides and strafing runs from Thunderhawk Gunships.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Battleship/12
20cm
45o
3
6+
3
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
45cm
12
Left
Stbd Weapons Battery
45cm
12
Right
Prow Launch Bay
Thunderhawk: 20cm
3 squadrons
-
Prow Lances
45cm
6
Front
Dorsal Lances
60cm
3
L/F/R
The Tribune cannot use Come to New Heading special orders

Legionary Class Strike Cruiser:
The Legionary is the mainstay of the Astartes fleets across the Imperium. It is one of the most impressive ships of the Imperium; compact, fast, well armoured and equipped with a formidable array of planetary assault weapons. After reaching orbit, the Legionary will begin bombarding enemy positions with its bombardment cannons before unloading a company of Space Marines via drop pods and Thunderhawk Gunships. While not expressly designed for ship to ship combat, the Legionary is capable of filling this role, and is more than a match for ships of comparable tonnage.
This ship uses the "Strike Cruiser" entry in BFG:A.

Hastatus Strike Cruiser:
The Hastatus is an older model of Strike Cruiser designed primarily for use against orbital platforms or larger vessels. During the Great Crusade, the Hastatus was used to launch boarding torpedoes at enemy installations, usually after crippling them with bombardment cannons. The Hastatus fell out of favour shortly before the Heresy, but some examples still remain. Occasionally, a Legionary class may be retrofitted into a Hastatus by fleet chapters, and salvaged Navy vessels are at times reconfigured to fill a similar tactical role to the Hastatus.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/6
25cm
90o
1
6+
2
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
4
Left
Stbd Weapons Battery
30cm
4
Right
Prow Torpedoes
Speed: 30cm
6
Front
Prow Bombardment Cannon
30cm
3
L/F/R

Triarius Class Strike Cruiser:
Triarius is derived from a High Gothic term for "third line", and this is a reflection of the role it had in the fleets of the Legio Astartes. The ship would hold back while other vessels launched their assaults, moving forward to engage only when significant fleet resistance was encountered. Like other Strike Cruisers, the Triarius can carry a full company of Space Marines, but as it lacks the launch facilities of other classes it typically only has a small Astartes complement aboard.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/6
25cm
90o
1
6+
2
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
4
Left
Stbd Weapons Battery
30cm
4
Right
Prow Lances
30cm
3
Front
Prow Bombardment Cannon
30cm
3
L/F/R

Vanguard Light Cruiser:
Vanguards are a smaller variant of Astartes vessel based upon the Legionary Strike Cruiser. Smaller and less well armoured than other Astartes ships, the vessel nevertheless carries a significant amount of ordnance for its size. The ship is popular within fleet based Chapters, who send the Vanguards ahead to break up and harass the enemy with torpedo salvos. When the enemy retaliates, the Vanguard will typically fall back behind the heavier ships and continue to support the attack with its Thunderhawks.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Torpedoes
Speed: 30cm
4
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

Sentinel Light Cruiser:
As its name suggests, the Sentinel was designed for defence of Astartes homeworlds. Fast and agile, the Sentinel is able to quickly engage and overwhelm enemy raiders with ease. In conflict with larger craft, Sentinels will support the fleet by providing Thunderhawk support before moving in against damaged ships to finish them with its forward lance battery.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Lances
30cm
2
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

Crusader Light Cruiser:
Crusaders are modifications on the Sentinel class, replacing the lance batteries with bombardment cannons to allow the ship to assist in planetary bombardment. Crusaders are not as capable as the larger Strike Cruisers, but are frequent found in younger Chapters who lack the resources to build and maintain a full Strike Cruiser fleet.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Bombardment Cannon
30cm
2
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

12
House Rules / Re: Wargamer's Rogue Trader Errata
« on: September 20, 2016, 09:39:25 AM »
Maybe. They probably do deserve some love. Personally, I've always had a soft spot for the vamps. Oooh! Vampire Cult army list! :D

13
Fluff and Stories / Re: Index Astartes: Fort Excalibris
« on: September 20, 2016, 12:10:32 AM »
I get the impression I may have to read the new Deathwatch Codex. I struggle to imagine Deathwatch operating as anything more than a lone squad, nevermind a multi-Company force with tank support.

14
House Rules / Wargamer's Rogue Trader Errata
« on: September 19, 2016, 11:21:30 AM »
A few changes I feel are kind of necessary to curb some of the overkill that this game system has. There's a few too many weapons, some of which are potentially very common, that amount to "I kill you on a 4+", or even "I kill you automatically". So this is an attempt to curb that.

Weapon Changes:

Flamer: Targets set on fire by a flamer are extinguished on a roll of 4+, not a roll of 6. It can be assumed that military personnel will have proper training and equipment in protecting themselves from arson attacks - unconscious targets, animals or other targets that have no reasonable means to protect / counter being set on fire are extinguished on a 6 as normal.

Graviton Gun: Movement penalties from Graviton Guns apply only for the model's next turn, not for the whole game! Models whose Movement is reduced to 0 must roll 1D6 and will suffer 1 wound for each point the roll beats their Toughness by (ie: a T3 models that rolls a 5 will suffer 2 wounds). A roll of 6 will always cause at least one wound. No saves of any kind are allowed against these wounds. Flying models struck by a Graviton Gun may attempt a Cl test using the pilots Cl to regain control and avoid crashing.

Photon grenades: Effect changed to the following: Models affected by a photon grenade (after any saves) roll a D6. If the roll is greater than their current Wounds value they fall to the ground unconscious, otherwise they become confused. Unconscious models make a Willpower test on 2D6 in the Rally phase. If the roll is equal or less than their Willpower, they regain consciousness and are considered confused. These models may test to recover from confusion at the start of their next turn as normal.

Sawn-off Shotgun: This weapon is not Slow. Why would a pistol weapon be move-or-fire!?

Web gun: Web gun is now Strength 4. Roll to wound against target's Strength instead of Toughness. Models hit and wounded by a web gun are considered ensnared and must immediately pass a Cl test or suffer 1 wound. Models of Intelligence 4 or less automatically fail this Cl test. Models ensnared in a web cannot take any actions, though Psykers may still use psychic powers. Models ensnared by the web may attempt to break out at the start of their next turn by rolling 1D6 and adding their Strength. If the score is 8 or higher the model breaks free. If failed, they suffer an additional wound as the web constricts around them.

Heavy webber: The heavy webber follows the same special rules as a web gun, with the following changes: it is Strength 5, and a score of 10 or higher is required to break out.

Web anaesthetic: If a model is successfully hit by a web gun or heavy webber using web anaesthetic, the normal rules for the weapon apply. In addition, if not equipped with sealed armour, the model must pass a Willpower test or be knocked unconscious by the web. Unconscious models may not attempt to free themselves and will not recover while ensnared in the web (see Photon grenades for rules on how to regain consciousness).

15
House Rules / Rogue Trader - Tau concepts.
« on: September 19, 2016, 12:00:27 AM »
All highly experimental.

Tau Firewarriors: 110pts

   MWsBsSTWIALdIntClWp
Shas'ui434331217877
Shas'la423331217877
Drone42333141----
Unit: 1 Shas'ui and 7 Shas'la. May take an additional four Shas'la at +55pts.
Equipment: (all) Pulse Rifle, knife, carapace armour with auto-senses, communicator and respirator.
Options: Up to half the squad may be given pulse carbines at +2pts per model.


Weapon Note: Twin-linking
For the purposes of Rogue Trader, a Twin-linked weapon should be treated as two weapons that must always be fired together and at the same target. If the weapon has variable fire modes or ammunition, both weapons must use the same fire mode or ammunition. If the weapon has a targeter, it applies to both weapons simultaneously. In addition, Twin-linked weapons suffer a -1 to hit modifier due to additional recoil, and general complexity of trying to hit a target with two guns at once!

Pulse Carbine (basic):
SR
LR
StH
LtH
Str
Dmg
Pulse Carbine
0-8"
8-16"
+1
5
1
SM
C
H
S
F
Area
-1
Photon Projector: Tau Pulse Carbines incorporate a photon projector, producing a disorientating, blinding effect. Models hit by a Pulse Carbine are temporarily blinded, reducing their Ws and Bs to 1, and movement by half for their next turn. Models with eye protection may save against this effect as normal. Auto-senses completely negate the effect, and non-living targets (robots, Daemons, etc) are also unaffected. Vehicle crews receive a 3+ saving throw and models in cover receive a 4+ saving throw unless personal equipment offers greater protection.

Pulse Rifle (basic):
SR
LR
StH
LtH
Str
Dmg
Pulse Rifle
0-12"
12-30"
+1
5
1
SM
C
H
S
F
Area
-1

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