Broodlord Errata?

By blazingsquirrel, in Deathwatch Rules Questions

So my GM is doing that prewritten adventure with the genestealers and stuff but the stats for the Broodlord are pre-errata where we're running with post errata rules leaving us with an enemy with what we calculated to be approximately 20 points of damage reduction through a combination of armor and toughness making it really hard to hurt it if it chooses not to use it's 70% chance to dodge. I was wondering if there is an errata that alters the stats of the Broodlord since I know the purestrains got one.

20 soak and 70% dodge for a Brood LORD don't seem so terrible...

He's supposed to be a Boss-fight? Depending from kill-team composition, a Devastator with full-auto has good chances to inflict damage, and a Smiting Librarian could take care of it in two/three rounds?

Edited by Delazar78

with what we calculated to be approximately 20 points of damage reduction through a combination of armor and toughness

So, a space marine, then.

It's not as bad as it sounds. A Tactical Marine with Bolter Mastery does an average of about 20 damage per hit with hellfire shells - which means that, taking Pen value into account, the average shell will hurt it. Not a lot, but it will. Which means that it only takes a few good rolls to cause some pretty catastrophic damage.

making it really hard to hurt it if it chooses not to use it's 70% chance to dodge

As noted, this thing is meant to take on the entire kill team. All it takes is some judiciously concentrated fire - and maybe a few extra shots courtesy of Bolter Assault - and it's ability to dodge is depleted.

If this is the mission taking place on Auram... yeah those creatures are much too tough. That mission, as well as most of the missions initially designed for deathwatch early on, had creatures and enemies which were much stronger than they should have been so they could be "a threat to space marines" without the application of any thought. (In other words you can have one appear 60 meters away and run at the team and probably cause a few wounds, instead of having to use thematic ambushes, cover, or combined groups of enemies).

The Mark of Xenos book has a much better balanced number of creatures. The main change was removal of perternatural speed and slight decrease in its claws lethality. Perternatural speed made those genestealers literal combat gods, combined with their claws which were Razor Sharp, but didn't really need to be as they were pen 7 made them an enemy you had to kill before they got a turn. The Genestealers in MoX are still deadly just not ludicrously so.

Yeah it's the mission on Aurum and due to people flaking out, the team is my Tactical Marine and a Devastator going Army of Two here. According to the DM, in the section we're in, the Broodlord is NOT a boss and the way it was written, by the time you have a chance to see it, you can get one shot off before it's on top of you along with it's 6 purestrains.

Genestealers are supposed to be a danger 1 on 1 to Terminators; they're supposed to be brutal.

Basing that off of a video game are we? Having an enemy who would instantly kill you when in melee range when playing a game centered around strategy and tactics instead of twitch-shooting skills isn't the same thing as background truth.

You like having a Genestealer able to nearly 1-hit you with a roll of 1 on the dice, practically ignoring ALL your armour ALL the time, and capable of attacking you up to 5 times after making a charge attack? That was too much. The Aurum enemies were culprits of the "space marines are tough so our enemies must be tougher than they should be to challenge them" thinking during the first few months of Deathwatch's release. Since then, FFG has rebalanced a lot of things, and it makes for a much better game.

MoX Genestealers still hurt when they hit (but its not automatic all your life), CAN ignore most of your armour (but only on good rolls), can still make 5 attacks (but not after charging or moving: the biggest reason for the pain they caused on Aurum).

I don't play video games, so if that was addressed to me, no.

What I would do if I were designing a Genestealer, employing BC/OW rules sets since that's what I'm using (so lower Toughness Bonus cap for Marines and different LA and Multiple Arms rules) is something like

WS60 BS x S40 T 40 Ag 50 Int 20 Per 40 WP 40 Fel x

Wounds: 15

Armour: Chitin Stuff (All 4)

Athletics (+20), Awareness (+10), Stealth (+20), Dodge (+30)

Nasty armour-shredding claws (1d10+8 R; Pen 4; Razor-Sharp)

Lightning Attack, Multiple Arms (4), Two Weapon Wielder (Melee), Unnatural Strength (+4), Unnatural Toughness (+4), Unnatural Agility (+4), Step Aside, Hard Target

Edited by bogi_khaosa

Well, the current "Genestealers are a threat to Terminators" deal originates from the strategy game Space Hulk and the video game of the same name.

What you posted is actually weaker than the ones in Mark of Xenos, and a joke compared to the ones from Aurum.

This is getting really irritating. ;)

They're not weaker than the ones in Mark of the Xenos (well a diffrerent approach anyway), due to Lightning Attack and Multiple Arms and Two-Weapon Wielder functioing differently in OW/BC (which as I said was the framework I was using).

What they will do is eat through Terminators using flurries of hits, not giant attacks that each do 20+ damage.

Edited by bogi_khaosa