Devastator Vs Hordes. Am I doing something wrong here?

By Xagroth, in Deathwatch Rules Questions

Well, I'm finishing the final touches for the four Rank 4 characters my players will use to play The Emperor Protects, and I'm reaching a truly... strange point with the devastator marine.

First, I choose for all marines the solo mode option of their specialty. Second, they are a Crimson Fists tactical marine (kill-marine nad leader of the group, with an amazing cohesion of 12: 61 Fel, +3 from Mighty Lineage, +1 from Command +10, +1 from armor history, plus a +15 to Fel tests thanks to the armor being a Mark IV and an extra +15 to command for armor history and the mighty lineage...), an apothecary of the Ultramarines, a Blood Angels assault marine (built around the Raven Guard's chapter master's miniature...) and an Imperial Fists Devastator.

Now, thanks to the MIU, the Signature Wargear (Master) and a Motion Predictor, his HB gives +30 to BS (and I "wasted" 25 points of the signature wargear into a suspensor instear of making the weapon a Best Quality one), base BS of 48 and three advances into BS. So when firing the Heavy Bolter this marine has an effective BS of 93. Plus +20 for firing a Full Auto. With a 2d10+12X damage (talent: Mighty Shot), making an additional hit for every degree of success up to 11 hits (bolter drill talent...).

To this, against hordes he adds +1 damage/hit thanks to his armor (Death is Joy), +1 for explosive damage (standard bolter ammo), +2 because of the Master of Arms distinction (Blast (2) or Felling (1)), x2 thanks to the Storm of Iron talent. Plus the Marksman talent, and an Astartes Targeter...

So against a Magnitude 30 horde at 300-450 meters away his chances are 143%. With a 45 (for example) he gets 9 degrees of success, so he tears the Horde away dealing (9+4)x2 = 26 damage with a single barrage, and the horde breaks because less than 25% of it remains (unless it's a fearless horde...).

Oh, and the dude has Target Selection to allow him to shoot into melee without penalty (by the way... does this mean he can shoot while into melee himself too, or only that he can shoot where people are in melee wihtout fear of blasting a friend?).

My question is if I'm making something wrong here, or it's just fine and things work like this. By the way, the Assault marine does 1d10+20E Pen8 and has 3 attacks per turn with a 91% base, 4 with 81% if he wants (and an arm-mounted bolter), and the tactical marine has a Stalker-pattern bolter of best quality with sight (+40 BS, he puts to shame a Vindicare...).

I think that you're doing it wrong somewhere.

As per the example of Unnatural strength, multipliers are figured prior to additions. I believe that this is cleared up a bit more in the errata.

Explosive quality, addition from the armour and for the deed are all done AFTER the x2. So the result should be 9x2+4=22. Remember also that the weapon must do enough damage to the horde to harm it, as per the horde rules. Multiply THEN add. Additionally (I know it's not relevant here), multipliers seem to add in the same manner as unnatural stats, so x2 and x2 would be x3, rather than x4.

Next up: Astartes targeting is not applicable for fully automatic fire and would not give any modifier on that, apart from the -10 to dodge, which is moot anyhow, as hordes can't dodge. Motion predictor is what you need to get +10 on autofire.

91% base on the assault marine? 55% maximum to start with, +20 for high quality personalised weapon... then... WS increases and armour history? Remember that if you're picking them, that armour history is supposed to be random, not a choice. What armour a character is issued with upon becoming a marine is something that's outside of the Marine's control, so you should avoid simply assigning players armour histories that simply add to their specialisations. After all: How would the quartermaster know that the Marine is destined to be a squad leader or dev, or AM?

You've also misunderstood the MIU. Firstly... how did a IF Dev even obtain such a thing? Secondly, this isn't Cyberpunk, and there's no such thing as a smartgun. You cannot plug an MIU into a bolter and get +10BS. The +10BS (which is only for well-crafted MIUs, not standard ones, btw) is for when you've plugged into a vehicle weapon system which is equipped with an MIU link (such as the lascannons on a Land Raider), rather than for man portable weapons.

Target selection is for firing INTO melee, not out of it. You cannot fire heavy bolters in melee combat (even at someone else). Imagine trying to fire an automatic heavy weapon while a genestealer is trying to pull your head off. Only pistols may be used in melee.

Bolters cannot be arm mounted. Only a small selection of pistol weapons may be mounted in such a manner. Obviously, it doesn't really make sense to fire a arm-mounted weapon and use the hand in melee at the same time. Well... it could be justified I guess, but it's asking for trouble; as some smart-ass will then arm and shoulder mount 4 weapons, carry 2 more, and want to fire them all at once!

It's a massive waste to pile all those Command bonuses on. Anything over 90 is a bit of a waste. It seems that you're kind of trying to break your own game right from the outset with such stacking, and it's kind of a shame to completely moot command checks by min-maxxing modifiers on a 'starting' character.

This is personal opinion, but I wouldn't allow a kill-marine to lead the team, or be designed as the team leader. There's no rule against it, but it really doesn't make sense. The kill-team spend a lot of time training and working together and...where's the boss? Off doing a solo mission somewhere and skipping team training? If he's a kill-marine, that's rather the antithesis of a squad leader. At best it's likely to cause friction - trying to lead a combat team having specialised in working on your own - and I'd personally penalise Cohesion heavily.

I rolled the armor histories first, and things fell that way (and by first, I mean before buying anything else, but after selecting the specialty), and were random. In fact, Imade one single change: Lead from the front (+10 or so to Command, -20 extra to Silent Move) when I ended doing the three other marines and found that the tactic marine was what I had left both for recon and command. I could change the leadership role to the Apotecary, of course.

For the devastator: First, the errata says nothing about adding first and the multiplying (at least, the Deathwatch V1 errata. I never looked into the Rogue Trader one, nor into the Dark Heresy one since when I got it we were already "freezing" that campaign). Second, yes, he has the Motion Sensor integrated into the HB, it says it before. The Astartes Targeter is there... as fluff, mainly, since both the tactical marine and the devastator have the Marksman talent and they will rarely fire against dodging enemies.

As for the Devastator BS, he had a starting value of 48, plus three advances for a total of 63. Best craftmanship HB of Master signature Wargear with Motion Predictor gives a +30 to BS, so 93% as final base.

About the arm-mounted weapons, it reads "Las, Solid Projectile, Bolt or Melta Pistol, or Auxiliary Grenade Launcher". To me that means "any Las weapon, any SP weapon, any Bolt weapon, melta pistols and aux. grenade launcher"... then again, english is not my primary language, and when in doubt I go to the miniature game... and the Grey Knights have storm bolters mounted that way. And we better don't mention Malneus Calgar, with 2 Power Fists and feeded bolters under it... Anyway, it was mostly to allow the assault marine to fire in case reaching the enemy before there was just red paint was impossible, so it's not a great loss correcting that.

Finally about the MIU... the book says "devices capable of MIU link" and "MIU systems". Also in the devastator description, right to the ammo backpack's illustration, it says among other things that the Devastator marines use a great deal of targeting assisting systems, even allowing them to look at the battlefield through the weapon's point of view. Wich, incidentally, is exactly what the "intelligent weapons" in CP2020 tended to do ^^.

What worries me about your answer is your comment about how "min-maxing" the character sheets will ruin the game before it starts. I still have to end reading Emperor Protects, and beside that one, I only GM'ed "Final Sanction", so I don't have much to compare, but... If a bunch of marines that can kill a lot of things just because they are very combat-oriented will broke the game, then the game will last less than four sessions of play in my group (because, to just kill things, we have computer games after all). And I will feel like a complete moron for spending two weeks studying the rulebook and making excel spreadsheets with all the data at hand for my players :S

Death is Joy does +1 Magnitude Damage per attack, not per hit. Thus, similar to the Explosive damage bonus, it gets added on top of the damage. 'Per attack' means it's not even +1 per shot that hits. Instead it is a one time bonus.

The calculation goes like this:

1. Calculate effective number of hits. Scored number of hits is 10 (9 DoS means 1 hit + 9 extra hits), due to Blast(2) this turns into 20 effective hits.
2. Translate effective hits into mag damage: simple here - each hit does 1 point of mag damage for 20 mag damage.
3. Finalize by adding +1 for Death Is Joy and +1 for Explosive attack. Final mag damage: 22.

And that is harmless. Devs with Unrelenting Devastation as special ability are far worse. (Blast(X) is actually a hindrance in such cases, iirc.)

Alex

It sounds like when making these characters you may have focused too much on making them combat monsters, and too little on making them interesting characters. I'd suggest saving 2k xp or more for your players to spend on non-combat related advances, both to flesh out the characters and to nerf them a little bit.

For arm mounted weapons, i've always read it as only pistol weapons or grenade launchers, although if a player really wanted an arm mounted basic sized weapon i'd make one up as a relic or some such (using grey knights and calgar as precedent is a bit awkward, since they are armed with the best of the best of the best (etc..) the imperium has, hence making basic weapon arm mount guns relics.

As for MIU's, they seem to be more related to Siranui described them, designed to interface with vehicles, servo amr/harness type gear or shoulder mounted weapons. However, i'd imagine the benefit from mastercrafted gear and armour bonuses would factor into the fancy weapon interfaces mentioned in the book, so no need for even more bonuses ;)

However, in regards to breaking the game, marines are quite insane regarding their power level, especially if they are made by someone who understands how to stack bonuses well. My solution thus far is to ramp up the encounters to match their power, either by simply throwing more bad guys at them, making missions that aren't just about killing everything in sight (time requirements can help, or adding some investigation/interaction opportunties), or by having the bad guys be more powerfull (a super carnifex instead of a normal on for example), or more clever (sneaky tactics, forcing the players into ambushes etc.)

Another suggestion is to nerf the bolter and heavy bolters damage output (i use 2d10 dmg for bolter and 2d10+3 dmg , max ROF 6 for hvy bolter), as well as tweaking some other weapons, makes the players think a bit more instead of just spamming full-auto hvy bolter fire into everything.

ak-73 said:

Death is Joy does +1 Magnitude Damage per attack, not per hit. Thus, similar to the Explosive damage bonus, it gets added on top of the damage. 'Per attack' means it's not even +1 per shot that hits. Instead it is a one time bonus.

The calculation goes like this:

1. Calculate effective number of hits. Scored number of hits is 10 (9 DoS means 1 hit + 9 extra hits), due to Blast(2) this turns into 20 effective hits.
2. Translate effective hits into mag damage: simple here - each hit does 1 point of mag damage for 20 mag damage.
3. Finalize by adding +1 for Death Is Joy and +1 for Explosive attack. Final mag damage: 22.

And that is harmless. Devs with Unrelenting Devastation as special ability are far worse. (Blast(X) is actually a hindrance in such cases, iirc.)

Alex

For Clarity, the Erratta regarding blast and unrelenting devestation: "When a weapon is both a Heavy weapon and has the Blast quality, it receives the extra 1d5 points of damage to a Horde’s magnitude from Blast quality, and does 1 extra point of Magnitude damage per hit, but does not generate the additional hits that weapon with Blast quality usually does to Hordes (see page 359)" The Blast bonus is added to the end after the devestator calculates all the other hits. I'll also note it says +1d5 damage to the horde rather than +1d5 hits- which can be good or bad all depending.

Some I think houseruled this for only autofire weapons, leaving the blast number in parens to be the hit indicator for things like missle launchers, and I think have applied it to all heavies, not just those carried by devestators with unrelenting devestation.

Personally as long as it's evenly applied, the reduction in horde mag damage wouldn't hurt the game that much, though increasing mag damage just puts more work on the GM to be more clever than to have idiot hordes.

Argus Van Het said:

About the arm-mounted weapons, it reads "Las, Solid Projectile, Bolt or Melta Pistol, or Auxiliary Grenade Launcher". To me that means "any Las weapon, any SP weapon, any Bolt weapon, melta pistols and aux. grenade launcher"... then again, english is not my primary language, and when in doubt I go to the miniature game... and the Grey Knights have storm bolters mounted that way. And we better don't mention Malneus Calgar, with 2 Power Fists and feeded bolters under it... Anyway, it was mostly to allow the assault marine to fire in case reaching the enemy before there was just red paint was impossible, so it's not a great loss correcting that.

Finally about the MIU... the book says "devices capable of MIU link" and "MIU systems". Also in the devastator description, right to the ammo backpack's illustration, it says among other things that the Devastator marines use a great deal of targeting assisting systems, even allowing them to look at the battlefield through the weapon's point of view. Wich, incidentally, is exactly what the "intelligent weapons" in CP2020 tended to do ^^.

What worries me about your answer is your comment about how "min-maxing" the character sheets will ruin the game before it starts. I still have to end reading Emperor Protects, and beside that one, I only GM'ed "Final Sanction", so I don't have much to compare, but... If a bunch of marines that can kill a lot of things just because they are very combat-oriented will broke the game, then the game will last less than four sessions of play in my group (because, to just kill things, we have computer games after all). And I will feel like a complete moron for spending two weeks studying the rulebook and making excel spreadsheets with all the data at hand for my players :S

With my contract law hat on, English doesn't work that way, I'm afraid. Try removing the second part of the sentence and it would read 'can mount any las, solid projectile.' That doesn't make sense. You need the continuance and the addition of 'pistol' at the end of the sentence to qualify it and render it legible. It's also common practice to use English in such a manner in order to save time and ink. For example, you'd say "I'm going down to the beach to check out all of those pretty blonde, red-haired and brunette women" and not "I'm going down to the beach to check out all those pretty blonde women, red-haired women and brunette women."

Additionally, think of the logical alternatives: By your reading, you can mount a las cannon, plasma gun, or a heavy stubber, but only a melta *pistol*? Whereas the alternative reading would have it restricted to pistols across the board.

We can compare with the minis (which is also what I do when uncertain), but Mr. Calgar's weapons are clearly relics of the highest order. And the GK's do have strom bolters mounted, but I think we can all agree that they look ridiculous and that -as it seems absent from every other Chapter- this is a GK 'special thing', just like Deathwatch has the 'special thing' of fire selectors and suspensors.

It does say 'devices capable of an MIU link', but nowhere does it say that man-portable weapon systems are such things, or that they can be. For my mind, it's clearly intended to be for vehicle weaponry only. I've always assumed the fluff under the Dev description to be simply that: Stuff to make you want to play one. Even if we take your reading in an attempt to make heavy bolters even more dangerous than they already are (this is not something that you should probably want to do as a GM! Check out any of the 'OMG!!!111 Heavy bolters are breaking my GAME' threads on the boards here gui%C3%B1o.gif ), then if we can use the MIU to look down the barrel and get a +10 bonus from it, what good is a targeting system or sight stuck on top of the gun? Surely it would count as the only permitted gun sight? Additionally, if you could just put in some cybernetics and get +10 to all shooting, why wouldn't it be built into the black carapace systems and standard for all marines?

Ultimately, the MIU thing is a matter of taste, interpretation and balance and your choice, but to my reading it's for vehicle and spaceship weapons, and -as I said - marines really don't need another way of getting another bolt-shell on-target with each trigger pull!

I'm not overly worried about marines becoming 'too killy', because -as you say- marines are very good at killing things. I'm more concerned that they're too min-maxxed straight from character generation. It gives the players less scope for improvement. If the guy playing the leader fails a few Command checks because he only has a skill of 80%, then he'll want to improve that, and it gives him something to shoot for. Whereas if he has a 100% chance (btw: I use 96%+ as an automatic fail on everything. I'm not sure if that's actually a rule, but I don't like players to not have to pick the dice up!) with a brand new character, it means that he has no real regard for Command checks and no room for improvement, either.

Argus Van Het said:

As for the Devastator BS, he had a starting value of 48, plus three advances for a total of 63. Best craftmanship HB of Master signature Wargear with Motion Predictor gives a +30 to BS, so 93% as final base.

This is incorrect, the final Base BS would be the 63 you have indicated not 93, the craftsmanship, Motion predicter and Sig wargear additions and count as Bonuses not base BS. So his best shot will be 123 as the maximum number of bonuses that apply ever is +60. and once he's bursting at a horde you'll find in most cases he has points left over spare, in this case with a +20 from horde size and +20 from bursting, he would be able to shoot at long range (300m) taking the -10 and still be shooting at his maximum target number (with the right talent and Kraken ammo you can extend that to 900m)

However I believe the maximum to hit any marine can ever have is 150 (for both WS and BS) and then only if they are very lucky (base starting stat of 55 [DA or Ultra], 20 from raising and then 15 from armour *1) as any other bonuses would count as part of the +60

As for the MIU I have no problems allowing them, mainly as its so easy to hit the Max +60 anyway, it rarely makes a difference,

Ona side note the MIU it is definitely usable on arm/shoulder mounted weapons as the fluff surround the arm mounting mentions that they can be fired normally or by an MIU, so it is quite possible for standard weapons to be modified so that an MIU cn work.

Also I wouldn't worry on the high level of Cohesion, the players in my main group have a base cohesion of 18 (6 from fellowship, 3 from command +20, 6 from 2 distinctions and 3 from various wargear), they still hit situations where they have to think about whehter to go through with spending it, however as none of them are ultramarines, getting it back costs a lote of fate. However in my secondary group they only have 7 cohesion, but as 3 of them are Ultramarines with at least 50's in fellowship, their ability to run through cohesion is so much better than the main group, as not only do they all have the squad mode to regain 5 back for no cost (only once per session, so 15 free cohesion per session)

*1 can't remember what it's called but one of the armour rolls gives +15 WS and BS, but drops you into solo mode

I just finished reading all the comments. I'm not an almighty knower of rules (no offense meant), so will comment on the things I found weird:

1, Starting at rank 4? Where is the fun of reaching rank 4 through hard fought misson and countless hours of role playing? Start at rank 1 and let your players grow. Its way better as they will love the charatcer who became a hero under their guidence. Save the Emperor protect for those times. Till then, make up your own missions.

2, Why do make up the characters for them? Even if they start from rank 4, it is them who should be creating the characters. Why choose their specialities for them? Let them do it. Of course you can guide them, help them choosing the right ones. If that does not seem to work, you can always throw in a few NPC-s. NPC-s can be a good tool for helping the team out, and also can be killed at your will, so it is easy to put the pressure on the team leader, as losing too many of your men does not look good on your record demonio.gif. Of course you can give them special equipment. My rune priest earned his wolfhelm during the great hunt he took part in (past history) and our GM did not reqired me to purchase the Signature Wargear talent as he earned it before joining the DW. Or it is even better if they aquire it during their missions. The DW keeps any relics they find but let them keep wargears (weapons, helmets, and so on). It is great way of rewarding your players. The only you must keep is the balance of the game.

3, This brings us to the next topic: balance. Creating supercharacters means they will walk through the game without breaking a sweat. That sould not be the case, they should feel the pressure of failing the Emperor, as they does not fear death! Telling stories to experienced players can be very tricky (we play different RPGs for about 19 years) and my players (different game, not DW) manuvered through all the traps (not physical traps), giving me a hard time as GM because they advanced through the story with ease and started to get bored. Things like that happens, but do not do it on purpose!

I made 4 characters of rank 4 because the idea was to sit down and play "The Emperor Protects" (4-5 marines with rank 4, so at least 25.000 XP). Right now, we made a 6 hours or so session, ending just after the Divested Hunt. The players already have some troubles with the character sheets with a week or more to read them, so asking them to make modifications is just a bad idea (at least for this group of players ^^). Also, we are using the first page of the character sheet as it is, and the second has been hand-made by me using Openoffice's "excel". Quite neat, wihtout images and the like.

Ah, none of the characters have the "you need to be in Squad Mode to use this" skill, to simplify things

As for the english phrasing, my meaning was that I looked at the phrase with my language's mindset, expressing that as the reason for my mistake. Also, a las cannon is a heavy weapon ^^.

To simplify things, I add everything together so the roll is as straightforward as possible (at least in combat), so in their weapon profile for, for example, the heavy bolter, it reads as "WS 93, range NN, ROF-/-/10, damage 2d10+N X," etc... (the "N" is there because right now I'm not looking into the files XD). As I looked into the rules, I saw no difference between having it that way, or adding the modifiers later (of course, we add the size modifiers later).

It's also easy to keep record of the base attributes, since they are recorded "bare" into the skills sheet (we follow that little "rule": the first page always have the unmodified attributes, and the second all the modifications).

Also, we found an interesting question, regarding an extremely strange absence in the gear's profile: Jet Pack's maximun capacity. After all, ALL marines can buy "Pilot (personal)" paying 100 XP as a General Marine rank 1 advance, and we all know Terminator armor cannot be lifted by a jetpack (or at least, teleporters are by far more useful). Terminator armor weighs 400KG + marine, and the heaviest Mk armor weighs 220 or so Kg (+marine, of course). So... Can a devastator use a Jet Pack? Yes, it would be less aerodinamic than a normal marine... then again, they all are like flying bricks XD.

The question, by the way, came because all but the devastator were equipped with jet packs (the players changed that selection to "more kraken ammo and a Razorback" for transport, fortunately).

It also derived to another question: A techmarine using a Jet Pack and a servo-harness (or only a sevor-arm), in Artificer Armor (the lightest of all marine armor: 100 Kg + marine).

Frankly, I hope the next errata will tell how much can a Jet Pack lift...

Oh, finally, about the Diablodon's fight: It took 4 or so rounds for the four marines to kill the creature, the only one damaged was the Apothecary (random target since no one had made much damage). The players were quite... frustrated to see 15 wounds discarded (10 thanks to Unnatural Toughness, plus natural armor 5, and their swords had no Pen). The Devastator ended going into melee after firing a single arrow (not adding the STR bonus made us consider the bow as useless...), and the greatest hit came by the Apothecary, with a 24 or so damage made (righteous fury!) turned into 9 after the damage reduction. The assault marine, with his 4 attacks, managed to make more damage.

We found quite strange how the extra degrees of success on melee only apply as a threshold for the damage dice, since if you have good luck with rolls is useless, and if you have bacd luck, irrelevant (1-2 DoS against a 2-3 rolled...), but of course with "astartes weapons" anything else would have made them too overpowered in melee.

Yeah, that fight is quite special.

My group found out that the bows could be used on the other creatures (well, we didn't want to wake 'em up...But the Storm Warden Assault managed to make a 100, rerolled as a 98, on his Silent Move test...), but the big steakosorus is quite untouchable from range.

We just set up a trap, made a fire in front of his cave, then blew his legs right away (two Blood Angels using Feat of Strength + Fury of Sanguinius while Frenzied, one of them an Assault...).

As for the jet pack, I'd say that's the GM's choice. If a player wants to have a jetpack and carry more than standard gear, he'd have to ask. I personally really don't see a Dev with his Heavy Bolter using a jetpack, especially since then he woudln't have his backpack ammo (yeah, I'm quite sure you can't have that many stuff in the back of a Space Marine...). Same goes for the Tech : he's already got servo-arms in the back, so it's jetpack and no servo-arm (or servo-harness) or servo-harness and no jetpack, for me. It's more about encumberment than weight, see ?

Argus Van Het said:

Also, we found an interesting question, regarding an extremely strange absence in the gear's profile: Jet Pack's maximun capacity.

I agree with Stormast here, it's all about encumberance. You can't fit a backpack ammo supply and a jetpack on the same suit of armor. Also, the jetpacks are designed to interface with standard power armor, not terminator armor.

From a GM standpoint, I just tell my players no.

Argus Van Het said:

Oh, finally, about the Diablodon's fight: It took 4 or so rounds for the four marines to kill the creature, the only one damaged was the Apothecary (random target since no one had made much damage). The players were quite... frustrated to see 15 wounds discarded (10 thanks to Unnatural Toughness, plus natural armor 5, and their swords had no Pen).

Considering the players are soaking 8 to 10 damage per hit and dealing 1d10+10 or more so I don't particularly feel bad - the Diablodon is supposed to be a fierce fight, and the difficulty in killing it is supposed to illustrate the fact that the Aurans are very capable warriors. If players had killed it outright as soon as it stumbled into view it wouldn't have made for a very interesting fight IMO.

Argus Van Het said:

We found quite strange how the extra degrees of success on melee only apply as a threshold for the damage dice

It is a quirk of the FFG system, DoS in hitting only count on autofire or when doing something like feint.

Charmander, I never said anything about fitting a Terminator armor with a Jetpack :S

As for the Dev: a HB can carry 60 bullets per reload (unless using a backpack). They had enough requisition to have a Razorback as a personal transport, so ammo wouldn't have been an issue. And in the end, the Dev used less than 44 projectiles :S

The funny thing is jetpack, encumbrance and techmarine+servoharness. A techmarine is more than likely to be donning Artificer Armor, which is listed with a 100kg weight, while the Mk7 is closer to 180 or so. It could be said that the servo-harness would impede the flight because it's not very aerodinamical... but neither is a Space Marine in powered armour XD.

Frankly, I hope more detailed rules for the Jetpacks and teleporters will be adressed, since they can change a lot the way a game like Deathwatch is played.

Oh, in the end, only the assault marine carried the Jetpack. The result was: if the Devastator marine was present, a single target was erradicated per action (be it an Horde or a single enemy, or a cluster of too close enemies). If everybody tried to get to melee, then the Assaut marine would take care of it all by himself before anybody else could reach the enemy.

Use my devestator as an example. We just faced off against some hordes lastnight:

BS68 (48 at rank 1 + 20 for the max advancement) + Bring Death From Afar (randomly rolled power armour history) +Target Selection + Deathwatch Suspensor + Motion Predictor (+10BS) + Full Auto Burst (+20BS) + Immovable Warrior (+10BS in Solo Mode)= 98BS in Squad Mode, 108BS in Solo Mode.

I hit an average of 7 times each time I roll to hit, and I get an average of 4 righteous fury rolls in there as well. Short answer, I get an average of 11 hits from a half action shot. I rinse and repeat that shot with my second shot (because shooting a weapon on semi or full-auto is a half action with the suspensor). I don't need to point out the damage output from my shooting here. Any GM can come to the conclussion that this shooting is ridiculous and it ***** hordes or individual models with no problem.

I will agree, however, that heavy bolters are game changing and I see the frustration on my GM's face every time he throws something nasty at us. In our kill team we have a Blood Angels Librarian (why would you ever bring a lascannon when you have blood lance), Storm Warden Techpriest (he sits next to me and readies his action to grapple with his servo arm against threats to me), an Ultramarines assault marine (***** crap with his dual lightning claws), and myself the Space Wolf Devestator.

What happens is the assault marine locks targets in place, the Librarian adds support to the flanks of the enemy (when not tossing out blood lances). The assault marine gets overwhelmed and tells me to make it easier on him. I let loose a full round of shooting (two full auto shots) and I clear **** no problem.

Back to the hordes thing, from the first sentence here. Lastnight I made 5 rolls to shot and I killed 30 ****** bags from my hail of gunfire. Hordes don't scare me!

Except you don't have the right to do 2 actions with the subtype Attack, whence you can only do one Full Auto burst / round :)

Not to mention almost all of this has changed with the new errata, especially if using the new weapon stat lines.

I am still wondering why you made the characters? I can see why the characters are level four, I am not speaking about that. My question is why You made them? Why didn't you let the player's make them and then give the player's the points to spend to make their characters level four? If the player's like you to make their characters for them then that is fine, I guess, but it does seem odd to me. I am simply wondering, this is not an attack or a judgment, just a question as I know my players would not want to play characters I had made, they love making their characters, it is their favorite part of most games; it makes the players feel like the character is a part of them, an extension of their person.

As far as the Dev Marine, it is meant to kill hordes, so don't be surprised that it is very good at doing just that.

Essentially, I had the game and they didn't, I had the time and they didn't, and we had a limited amount of time to play, meaning devoting a full 4 hours or so to make the characters was out of the question. As things were, we managed to finish The Price of Hubris with little margin.

It sucks when your players are 8-9 hours of driving from you.

Stormast said:

Except you don't have the right to do 2 actions with the subtype Attack, whence you can only do one Full Auto burst / round :)

Thank you for the clarification. I was trying to find the rules my GM was telling me to use for the two rull auto bursts. Makes a lot more sense to me now. I greatly appreciate this.

We have none of the errata for anything.