Vehicle Add ons, in need of feedback

By Frostfire, in Deathwatch

So I've been a busy little bee. Don't know what it is about vehicles, but I'm stoked.

Anyway, I've come up with a collection of vehicle additions located here, and I'm looking for feedback and thoughts on some of the things there, and if anybody has any additional ideas they'd like to pass, and I like 'em, I'll post them to you giving credit.

http://jerichoreach.com/halls-of-eroich/machine-shop/

Also, I'll be posting in the RT and DH forums, but I'd like to get the cost estimate in Thrones and rarity level on these, but wouldn't know where to start. Anybody who's got any ideas, just holler 'em out too.

Thanks guys

Hi, gave your list a quick read and have some comments.

Auspex- I would consider all Astrates vehicles to have one already. In the fluff officers can sit in a rhino and over see the ongoing battle, and the hull mounted storm bolter can be fired remotely. To me that indicates some sort of sensor package. I would change it to an advanced Auspex or Upgraded sensors or something giving an additional bonus.

Camo Netting- I like it but I would argue it should be available to Astartes. Maybe not every chapter should have it available, but some chapters do employ stealth tactics. Just because the marines are fearless doesn't mean they are stupid. They would employ camouflage if the mission deemed it necessary. Red should be based on the size of the net, but still be fairly cheap.

Vox Web- I like it, seems pretty reasonable

Dozer Blade- Overall pretty good mechanics but if extra armor slows the vehicle down due to its weight then so should the dozer blade. I would also say that it can only be used at slower speeds. Also I would consider a possible Awareness penalty due to the dozer blade limiting your field of view.

Extra Armor-I like the idea. I don't think it should slow the vehicle down. When you think about it a couple plates of armor probably weigh less than two marines in full battle gear. A fully manned rhino doesn't go slower than an empty one, so I don't think the extra armor would hinder the vehicle that much. I would the speed penalty and increase the requisition.

External Armor- Again I like the idea, but have some issues with it. I would combine the two conditions for the armor being removed. I think if it gets hit by a weapon with Pen 8 or greater the armor is destroyed on a 1-3 makes more sense. 10 damage just isn't that much and Astartes armor plate shouldn't just fall off when hit with a lucky autogun burst. I would also consider giving a higher bonus (perhaps 10) and increase the Req (something like 8).

Fire Suppression - I don't see this being that useful. More useful in a non-Astartes vehicle I suppose, but even then I think the Req/cost is high. There is on;y a slim chance this will have any effect in the mission, but it costs three times your external armor and five times your extra armor. Players would be better off just over armoring their rides and hoping fire never happens. The real benefit would be the ejecting magazines, but since a variation of that is pretty much standard on most military vehicles today an argument could be made that the vehicles would already have such a system.

Hunter Killer Missile- I like it, but I would just use a normal missile launcher with a longer range just for ease of use. Then I would give the players the option of loading frag or krak at the beginning of the mission.

Searchlight- I wouldn't make it standard on all vehicles, but that's not a big deal.

Seige shield- pretty good, the only problem I see with it is that the dozer blade gets a +5 damage to ramming, while the siege shield gets 1d10. Doesn't make sense that the bigger nastier dozer has the potential to do less damage. I would also consider the same penalties I recommended for the dozer blade.

Smoke Launchers- I would definitely not make these standard. The ability to cover up to 35 m in smoke for up to two minutes is exceptional. If moving toward a well armed enemy I would take these over all the extra armor in the world. I think players should have to pay for it and I think it is probably worth 3-5 Req (if not more). Also you didn't mention the option to reload or how many times you can fire it off. I assume its a one shot with option to reload, but then the option to take more of them would let you only fire one set at a time getting around the reloading/one shot issue.

Signum-I don't have the rules for the signum in front of me so I can't comment on them at the moment

Saddle Bags-I think they are a little expensive for what they do. 5 and 10 Req for the ability to carry some more stuff. Just not feeling it.

Combi-Flamer- I would only make the risk of lighting yourself on fire apply when moving fast. If I have to stop to fire it I just as well stop, quick draw a flamer, and fire. It would be essentially the same thing and I can take it with me if I leave the bike. Also flamethrowing vehicles in reality can fire while moving without igniting themselves, though they are fairly slow.

Rifle Mounting- I like this one. Although one of your mechanics was confusing, Did you mean that if the character has Quick draw they can draw without testing?

Storm Shield Mounting- no game mechanic problem with it, it just seems awkward to me.

Temarianus Pattern Mounting - not bad, but I don't see why you couldn't achieve the same effects drawing from a hip holster or scabbard. So fluffy but doesn't add a lot to the game.

those are my opinions, be happy to discuss them with you if you want. Hope it helps.

Thanks for your thoughts and corrections, it really has added some insight. I'll see if I can address some real quick though with what you've posted.

Searchlights and Smoke Launchers- Being an avid player of the table top game...or at least I was until DW came out, these two are standard on almost every vehicle. In older versions you bought them for a very small amount of points, but in the new codex they're free. So that's where I came from on that. Spotlights I don't mind giving away for free, but I do see your point on smoke launchers, somewhat.

20050626a.jpg

I think for combat vehicles they should be standard, and they don't do too much. In the tabletop standard, you can only fire them once per game to get a cover save, hense why I didn't add in a reload for them, however now I see that could be useful for more than one battle. I don't know if it's that exceptional, because you gain a -20 to hit as well shooting out of the smoke. It's more or less for cover to either charge from or run out of. Also I'd imagine it'd be useless against Tau

Siege Shield/Dozer Blade:

There is a slight problem with this, I'll admit. Dozer blade was one of the first I wrote. The shield was one of the last. I might up it to +10, but the dozer blade only does +5 to unarmored targets, such as infantry, where as the shield does +1d10 to everything. Not sure if that balances it out.

Extra armor/External armor/Dozer blade and Siege Shield armor

Yeah....kinda all over the place with this one. When I wrote the armor stuff on most of these, I wrote it with the idea that most of it, except the extra armor, was restricted on a land raider. The external armor was mostly an idea bout an armor that could absorb a big hit once, and I guess I got lost in the mechanics of it. I do agree that their costs should be ajusted. As for the dozer blade and shield's armor, I'm unsure as well. A siege shield was only ment for a rhino, so it wouldn't fit on a predator or others, but I can see what you mean.

Hunter-killer missile

Another Table Top favorite, this is just supposed to be a krak missile, meant to hit a vehicle or another target to make it dead. I gave it extended range over a regular missile launcher, almost double, and upped the damage slightly. i also gave it the accurate quailty, to make it so it could hit better. A frag does seem interesting, but I just know what this is normally

Fire supression:

Yeah, maybe I should lower the req on it a bit, but you never know how much you need one until you're on fire. Then you'll pay any req for it

Saddle Bags:

In our next campaign, I basically gave each of the guys in my group a bike, and a lot of req. They're basically going on this mission for the equivalent of five missions, and they can't change out their equipment. The saddle bags were an easy way for them to stop, change their gear of what they needed, and then move on. I made up brother Temaranus to make the patttern name, but that was another thing too for that mount.

Rifle Holder:

Yeah, that was a miss print, but I changed my mind. It's drawn as if you have quick draw. It's +0 for a normal test. If you have quick draw, it's a +10 on the test. You dont' have to make it if you have the magnetic grip. That way a space marine can still sweat it out a bit ;)

Oh, and Cammo netting:

I still maintain that they wouldn't use them on moving vehicles. When I asked my friend when I started why Space marines use such flamboiant colors at times when going into battle, when if they picked cammo they'd be harder to see, he gave me the line I put there. "Cammo is the color of fear!". I think the mentality that a space marine believes in not hiding would make them not want to put these on their vehicles. I think they'd be too proud to dot up a proud rhino like the picture shown below Deathwatch is different, this is true, but I don't know exactly how they'd feel about it.

TG_1073_M109_CamoNetting.JPG

These are just my justification and talking about these, but I do appreciate your controbutions. I'll be adding your name and corrections next time I get on to edit.

I also play the tabletop, with two marine armies, daemon hunters and imperial guard. Played for most of my life. Love the game.

The searchlight being standard isn't a big deal, definitely not a game changer. I'd still make a consideration for the smoke launchers though, they would be of enormous help to a kill team with a decent number of assault marines. They could essentially give your assault marines a chance to charge without taking fire which is a big deal. I suppose it also depends on your disembarkation procedure. If you make it so they can't charge the same round they disembark it would probably be ok. Really with the duration of the smoke effect the assault marines would still usually get to attack without taking much enemy fire. Maybe the duration to 1d10 or 1d10+something. After all in tabletop it only lasts one turn. I can see arguments for it either way.

The saddle bags make more sense in the setting of a protracted bike mission. They would be useful then.

Camo netting I agree that this shouldn't be used on moving vehicles. The primary use I see for something like this would be in setting up ambushes and observation posts.

Oh, then I appologize. I've just met a few people on the forums who didn't understand that sometimes things derive from the tabletop and have a place in fluff. Meant no offense

But now I see what you mean about the smoke launchers. Upping the Req and making them not standard would probably be a good idea then. Should I make it just one, or add two together do you think?

And in Rites of Battle, they do allow you to Req Cammoline (I spelled it wrong I know) for juts that use, to set up a base or other things. The entry I made was like the imperial Guard Cammo Cloak, which gives a vehicle Stealth if it didn't move the previous turn.

Its fine, I took no offense. I understand.

I would probably just go with one, I dunno. You could make a one relatively cheap and make a second cost more. That would give you the option to kit your vehicle out for assault above and beyond normal means if you really wanted to.

I don't have Rites of Battle yet so I wasn't aware there was anything like that. So never mind about that then.

It's ok. Been writing a review of it for the blog for the past few weeks. Gotten to know it pretty well.

Got the changes made. Anybody think of any others, or any other changes? Still working on them throne amounts though.