Week One Update

By ffgMark, in Game Mechanics

Hello all,

The developers have posted their weekly update ! Please use this thread if you wish to discuss its contents.

Thank you for your continued support.

Well, It would still be nice if all characters would speak a common language such as Low Gothic.
My suggestion is to give all character Linguistics (Low Gothic)

Will the Errata be inserted into the downloadable DriveThru document?

I like :)

25+1d5 wounds for Ogryns seems like a bit much though, but in line with TT, sure.

Not sure if I agree with the Very Rare limitation for regiment favorite weapon. Pretty sure I've seen fluff that says some regiments like multi-meltas or plasma cannons, so its rough to see that off the table. Otherwise though, cool to see it integrated into the gear. It should probably be clarified that its one per squad (e.g. its not 10 points and everyone gets a meltagun, right?). Good to see the weapon specialist lose the meltagun as standard, but then again, I doubt most groups are going to not take meltaguns as regiment preferred basic weapons.

Its awesome that vanquishers get the damage bonus.

Still, the way it is, vehicular combat seems to turn into who can ram first at our table.

Quick release still doesn't have a drawback, as opposed to the other cusomizations. It might be intentional, but its still quite awesome as it is.

Cool wording with delay, but it would be good to clarify if attacks made via delay can be evaded. It reads like they cannot (its not "my turn" when I attack, so I'm interupting their turn, and they can't react their turn).

Perhaps the weapon talent of the heavy gunner should be changed to (Low Tech, Las, Heavy, Regimental heavy weapon)

ogryns get -10 agi as well? now that offsets the hulking movement bonus. as far as I am concerned playing an ogryn borders on masochism. they have such a HUGE array of penalties with their size, their one digit int, their lack of equipment, their dependance on seargents and commissars for It Dark In Der! unnatural str and toughness of 2 just doesn't cut it by a mile.

Regiments should probably freely be allowed to swap training talents a little: Las for SP, or Chain for Low-Tech without spending points. Yes, an autogun's ten /10 FA, but I'd like to see a guardsman capable of putting ten bullets on something that isn't so large and armored it ignores them [like a space marine, or a chimera].

Black Crusade was a huge step up with Lasgun Variable settings. They still didn't make the things quite worth it[could've used just a bit more oomph], but that the Triplex-Pattern is all that's left saddens me greatly. Especially since its just a rarer, single-shot, weaker, shorter-ranged, less reliable Long-Las without Accurate.

We gotta do something about ogryns having single digit int.

Regarding the Armory Descriptions: I would like to see specifications on what any given power-weapon counts as when offline. This is more a 'for future use' feature, as the ones available right now are pretty self-explanatory, but What's an unpowered null-rod do, or a Thunder-Hammer worth once in Haywire field?

Alternatively, a simple "Except when stated otherwise, assume a Power-Field increases the damage and penetration value of a weapon by X and Y" in the power-weapon section description would make it an easy reference without preventing you from doing whatever you want with the values later on.

Come to think of it, there's still some very sharp teeth on there: What's a Chain weapon that's out of fuel? Obviously losing tearing, but what about the rest?

all there is to say about ogryns is in the ogryn thread. don't know what more to add.

Thanks, FFG. It's nice to be part of the process.

Still no mention of what the heck purity seals do in game.

The Vanquisher Cannon needs to be able to do more damage than a lascannon to a tank - the fluff puts it as a possible one hit kill anti-tank weapon.

I think that it should be given an additional 2d10 damage versus Vehicles - maybe give it an additional trait or something that allows for that.

+10 wounds for Ogryn is positive change and I have no problem with - 10 Ag. Now scrap his commrades and give him unnatural S and T of at least 4, but 5 would be better.

Lets see… Like the ogryn buff! and I love the adding favored wepons for the "building your own regement" so far? I like the update! *crosses fingers for a comrad rework*

How about re-naming the Regimental Training Doctrine of "Fieldcraft" (p. 31)? It gets confusing because that's the same name as an Aptitude.

I think that 10 points for all special weapons is wrong -- by doing that you put plasma/melta guns in line with flamers which is nonsense, if you would by them for points flamer costs two times less than plasma!

I would propose a discount to buy your favourite special/heavy weapons like rarity better two times so melta is scarce (10pts) instead of very rare(20) and flamer is common (5pts) instead of being scarce (10pts), same with heavy weapons

… anyone else getting impatient for the next update?

LuciusT said:

… anyone else getting impatient for the next update?

Well not impatient, but I'm quite interested in what we'll get.

LuciusT said:

… anyone else getting impatient for the next update?

Yes, yes I am.

also waiting on my players to get their sheet done and get started to play already!

LuciusT said:

… anyone else getting impatient for the next update?

Traitor! Abomination!

You stole the words right out of my mouth!

Such an ability must surely be heresy!

heresystamp.png

Oh yeah… wanna take bets on what they change?

Faceless, nameless, and selfless being added in/removed?

Reconnaissance Regiment being changed to either not be crap or be so costly?

MILLANDSON said:

LuciusT said:

… anyone else getting impatient for the next update?

Traitor! Abomination!

You stole the words right out of my mouth!

Such an ability must surely be heresy!

Oh, I'm totally a rogue psyker… unfortunately the psy-adepts at FFG are blocking my divinations.

KommissarK said:

Oh yeah… wanna take bets on what they change?

Faceless, nameless, and selfless being added in/removed?

Reconnaissance Regiment being changed to either not be crap or be so costly?

Tweak "Hunter Killer" so everyone had a Sentinel.

Change the XP costs to the Black Crusade ones.

Potentially tweak things to allow for Schola supporting specialities.

MILLANDSON said:

KommissarK said:

Oh yeah… wanna take bets on what they change?

Faceless, nameless, and selfless being added in/removed?

Reconnaissance Regiment being changed to either not be crap or be so costly?

Tweak "Hunter Killer" so everyone had a Sentinel.

Change the XP costs to the Black Crusade ones.

Potentially tweak things to allow for Schola supporting specialities.

The later two not being small changes…

LuciusT said:

MILLANDSON said:

KommissarK said:

Oh yeah… wanna take bets on what they change?

Faceless, nameless, and selfless being added in/removed?

Reconnaissance Regiment being changed to either not be crap or be so costly?

Tweak "Hunter Killer" so everyone had a Sentinel.

Change the XP costs to the Black Crusade ones.

Potentially tweak things to allow for Schola supporting specialities.

The later two not being small changes…

But it'd be a bet I'd want to lose. It already appears that they're fairly willing to make quite a few changes in the weekly updates, so we'll see.