I want to wear: Heavy Bolter, Missle Launcher, Stormbolter, Boltpistol, Chainsword, 300 rounds of ammo, my Knife + 10 Grenates

By B3stie, in Deathwatch

Charmander said:

Traveller61 said:

DW

I don't know, the rest of us argue all the time gran_risa.gif

True, so true; and what else are forums for anyway gran_risa.gif

Anyway - back to the topic. Imperial Armour III does give a full load out for a tactical marine (Raptors chapter):-

Macragge Pattern Boltgun + 4 x 20 round magazines

1 combat knife

2 Type 14 General purpose frag grenades + 2 Type 7 krak grenades

1 shaped demolition charge (2 per squad)

DW

If u will take "Ultramarines" by the Codex Pictures as guideline on how accurate averange marine is with his boltgun u may understand why imperium have whole planets dedicated only to production of bolt rounds. And why averange marine should have at least 10 clips per one enemy on field.

And Rogue Trader era grenades were coin sized, sadly all writen in that era is now Heretical, now we have bigger and more manly grenades.

If you take that movie as standard, space marines don't go through the scout process, and chainswords are the OMG! weapon. marines spend hours a day on bolter training. I think they are more accurate than that movie depicts, but tons o' bullets is more "Cinematic"

sorry i should put "Sarcasm filter On gentlemen" at beginning of my previous post.

In my humble opinion movie "Ultramarines" should be branded Hereticus Maximus.

Yeah, common sense for the most part. Don't let yourself be swayed by player whining either. Or just let them dig their own graves by hitting the guy carrying way too much equipment first, then giving me AGI penalties on his dodge.

My players basically have several slots, similar to the setup in video games. There's a main weapon, a backpack slot, basic ammunition of 3 magazines, pouches enough for some grenades, melee weapons. If they take more, they'll start to fill up other slots... or just won't be able to fit in doorways.

boruta666 said:

sorry i should put "Sarcasm filter On gentlemen" at beginning of my previous post.

In my humble opinion movie "Ultramarines" should be branded Hereticus Maximus.

Objection, Inquisitor Boruta, objection. It was a decent entry given the available means and the task at hand. Concessions had to made to bring non-Imperial citizens into the fold. And the Administratum has once more failed to provide the creators with sufficient resources. Specifically character development fell short.

Alex

"From ancient Terra the Emperor has called us his proud sons..."

Have been doing some thinking:

The standard DW Bolt Gun holds 3 magazines (84 rounds) two complete reloads so 6 extra magazines (168 + 84 = 252 rounds total) should be enough basic ammo.
Personally I would have specialised ammo replace regular ammo.


A Pistol should be a backup weapon (most of the time) and would only require 2 reloads (42 Rounds total) or 6 Reloads(98 rounds) if its a primary weapon in case of an assault marine.

Heavy Bolter has a ammo backpack (250 rounds) and 1 regular Drum (60 rounds) should be enough, perhaps 2 drums (120 rounds) could be carried

Storm Bolter is stated to have twin magazines (30 rounds each for the 60 total) so 6 extra magazines would equal 3 complete reloads (180 rounds)

For different weapons I would keep to the 6 reloads or 2 (non backpack) incase of a heavy weapon.

So this brings me to the following conclusion:

Each Marine has 8 Ammo slots:
- Pistol, Basic reload, 3 grenades/1 missile is 1 Slot
- Drum or other Heavy non-backpack reload is 2 slots
- Heavy Explosives are 2 slots (such as melta charges)

Weapon Slots:
- Combat Blade is standard and can be placed anywhere (hip, boot, small of back etc)
- 2 Side Arm Slots (pistol sized weapon or one handed melee weapon or 2 Ammo Slots per sidearm)
- 1 Primary Weapon slot (two hands full of weapon, Boltgun, Stormbolter, Heavy Bolter, Lightning Claws, Sword and Pistol, Heavy Weapon, etc)
- 1 Secondary weapon slot (Basic weapon or two handed melee weapon or 3 ammo slots), but only if the backpack slot is free (Jumppack/Backpack ammo)

Note: Every weapon should be considered loaded at the cost of no ammo slot!
Note: Combiweapons are one basic weapon


So you Tactical Marine could carry:
- DW Boltgun
- Stalker Boltgun
- Bolt Pistol
- Combat Knife
- 6 Grenades
- 2 extra pistol magazines
- 2 extra stalker magazines
- 6 extra boltgun magazines

You Assault Marine could carry
- Power Fist & Plasma Pistol
- Bolt Pistol
- Combat Knife
- 6 Grenades
- 6 reloads
- 3 Melta Charges
- Jumppack


Your Devastator Marine could carry
- Missile Launcher + Ammo Back Pack
- Bolt Pistol
- Combat Knife
- 9 Grenades
- 2x Bolt Pistol Reload
- 5x specialized missiles

If you have adult, realistic players this should work...














Traveller61 said:

Or your could follow canon - Imperial Armour III: a tactical marine taking part in an assault on a heavily defended planetary defence missile complex: 4 x 20 round magazines.

Canon - in this case - can take a running jump, as it's clearly being more than a little bit dumb. gran_risa.gif

Edit: Stoopid forum!

Charmander said:

These things are enormous, you're looking at something at least as big as a modern day 20mm cannon shell...

Hrm, I can't find the refernece. DW specifically mentions the Astartes grenades as being large: "The Adeptus Astartes fill ehtie large fragmentations (or frag) grenades and missles with powerful explosives..." They're .2kg heavier than the DH/RT versions (so they weigh .8kg each as opposed to .5) and have a +1 to the blast radius. I'm personally find with them being smallish handheld weapons that you could carry a number of, but a dozen in a pocket seems silly to me...

I go with the 6-10 rule...

There's certainly no reason that at least a half-dozen can't be carried in belt pouches, ignoring the possibility of using back-pack space for a moment, given the difference in size between a marine and a normal person. Sure: We're talking 20mm-sized shells, but they don't look so vast in the hands of an Asartes.

I hadn't noticed the blast radius difference. Good catch. Still; these large fragmentation grenades still have a pathetically small blast radius for their size/mass. And three is still a woefully insufficient supply of grenades for assault troops. For their level of effect, it's perfectly viable to have them as much smaller concussion grenades, which is the path I'd favour taking.

6-10 - erring towards the ten rather than six - should indeed be enough. Less than that is clearly a little absurd. Ammunition concerns sometimes make an interesting game, but if it's constantly a problem, then it's a bit of an issue.

Well, hopefully the Errata explanation for ammo might help some people (since it gives both the options of unlimited and limited ammo).

MILLANDSON said:

Well, hopefully the Errata explanation for ammo might help some people (since it gives both the options of unlimited and limited ammo).

My prediction? Simulationists will hate it, gamists will tend to exploit it.

Alex

ak-73 said:

MILLANDSON said:

Well, hopefully the Errata explanation for ammo might help some people (since it gives both the options of unlimited and limited ammo).

My prediction? Simulationists will hate it, gamists will tend to exploit it.

Alex

I don't mined the 9 clip theory all that much (I think 6 works for most missions, but hey). Then again, I'm not a died in the wool simulationist either, as I find most RPGs to be terrible simulators; I just like my cake the way I like it gran_risa.gif