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You're just being intentionally obtuse, aren't you? My point is that Daemonhosts run a spectrum of power. They aren't just random freaking Nurglings, even if they obviously aren't Cherubael-tier either. They could very well be perfectly capable of fighting a CSM, no matter how much you screech that CSMs are invulnerable to anything (and everything all at once) in this entire game.
They're not. Not in the games, not in the lore.
In tabletop, you hit on a roll equal to or greater than your relevant skill. A Veteran Imperial Guardsman would have a BS of 4, meaning they hit on a 4, 5, or 6. So, they "hit" 50% of the time. That's a bit abstracted; if you're using a Recon Lasgun, AKA a BRRRZRT Dispenser, you can probably tag the target a few times by sweeping them, but that's not enough to qualify as a "hit" for these purposes, whereas with any single-shot weapon, it probably is just, well, "a hit."
So, on tabletop, you've got a 50% chance of your Flashlight hitting the PLEGG MEHRINE. So, what's next?
Well, a Lasgun - which would cover the Infantry and Recon lasguns, though not the Helbore lasgun - has Rapid Fire 1, so actually, they get two shots!
It has a 24", Rapid Fire 1, Strength 3, AP0, and D1.
Strength 3 compares to the PLEGG MEHRINE's Toughness 5 via a lookup table, and the end result is that the Guardsman with the Flashlight has to roll 5+ to actually inflict a Wound.
Note: The PLEGG MEHRINE has the MARK OF NURGLE... Which does absolutely nothing for him when being shot by a Lasgun, because it's not a high-Strength weapon.
So, having hit the PLEGG MEHRINE, the FLASHLIGHT VETERAN has a 33% chance to actually inflict a Wound upon him.
Now, having been hit, the PLEGG MEHRINE gets an Armor Save of 3+, meaning he has a 66.667% chance to say "Actually, nuh-uh!" after the FLASHLIGHT VETERAN has wounded him; or, to put it another way, that's another 33% chance roll to wound.
So, the FLASHLIGHT VETERAN has a 5.445% chance to inflict one (1) Wound on the PLEGG MEHRINE, of which he has two. So, yes, he's gonna have a real bad day. In theory, though, he *can* kill that guy, because he gets *two* shots if the PLEGG MEHRINE is within 12" tabletop, and pretty much all Darktide engagements take place within what Tabletop would say is 12" or less.
But wait, there's more! Let's give FLASHLIGHT VETERAN a Helbore Lasgun (Hot-Shot) instead!
The main difference is that the Hot-Shot has AP-2, so instead of saving on 3+, the PLEGG MEHRINE only saves on 5+; it inverts that last number from 33% chance to wound to 66% chance. This doubles his effective chance to wound to 10.89% per-shot, of which, mind, he gets two.
Now let's give him a Plasma Gun.
24" range, Rapid Fire 1, Strength 7, AP-3, D1.
Same 50% chance to-hit. Strength is now greater than the PLEGG MEHRINE's Toughness, meaning it Wounds on 3+. AP-3 means the PLEGG MEHRINE's ceramite armor only saves him on a 6+.
Again, Mark of Nurgle does not help him since it requires the attack to have Strength of twice Toughness, which means it would need to be Strength 10+.
So anyway, we go down the line again. 50% chance to-hit, 66% chance to-wound, 83.33% chance to-wound. The PLASGUN VETERAN has a 27.5% chance to Wound on a single shot; and I remind you, he can choose to double-tap. The odds are long, but not so long, that a PLASGUN VETERAN will, at no risk to himself, double-tap that PLEGG MEHRINE dead in one shot.
BUT WAIT THERE'S MORE!
The PlASGUN VETERAN may, if he so chooses, OVERLOAD his Plasmagun! This gives the Plasgun +1 Strength (which doesn't matter), but +1 Damage. At the risk of killing himself if he rolls a 1 to-hit, he can one-shot that PLEGG MEHRINE! That raises his chance of a kill to a flat 27.5%, and he gets, notionally, two such chances.
Now, let's give him the Meltagun instead.
Meltaguns have 12" range (again, all Darktide encounters are basically within this range), Assault 1, Strength 8, AP-3, and it deals Dd6 damage; meaning it rolls to determine how much damage it does. It also deals +2D (which, bear in mind, is a variable here) if the target is within 6" - which is practically melee range, but given that many of the fights in Darktide take place literally within melee range, that's a non-issue. So, let's go down the line again.
MELTAGUN VETERAN has a 50% chance to-hit. With the beastly Strength 8 on the Meltagun, she has a 66% chance to-wound. With the AP-3 on the Meltagun, the PLEGG MEHRINE's VAUNTED CERAMITE ARMOR OF ANCIENT LEGEND only saves his pustulant aft 16.33% of the time, or, another 83.33% chance to-wound. This is the same 27.5% chance the PLASGUN VETERAN has of wounding him, however, the Meltagun has a much greater chance of killing him outright without risk of exploding in its user's hand; at the farthest reach of its range, the Meltagun rolls 1d6 for damage, meaning that it has an 83.337% chance of killing the PLEGG MEHRINE outright in one shot; at half-range, it rolls 1d3 for damage, meaning that it automagically kills him in one shot, and most likely invokes the Chunky Salsa Rule.
*Note: Yes, Rapid Fire weapons only get one shot at half-distance if the unit moved during the round. Assault weapons get their shot no matter what, however.
So, Veteran Guardsman vs. PLEGG MEHRINE? It's a lot less of a one-sided curb-stomp than the Plague Marine would like. I'll also point out that, while the PLEGG MEHRINE may indeed commit an act of brutal overkill against Imperial Guardsmen, it is the Guard player who decides where the Wounds allocated go to, which means it won't be going to the guy carrying the Space Marine Eraser in the unit. He's usually the last man to die.
How does this translate to Darktide? Well, much like with Plague Ogryn, the Plague Marine should be large. (Not as large.) He should be durable. He should be very destructive in melee, but unlike the Chaos Ogyrn, he also has a ranged weapon.
He is not a one-man army, no matter what Fluffy Books o' Lore would have you believe. Could he potentially kill an entire four-man special forces team, like a Darktide unit? Yes he could. Could he potentially go down to them like a chump without doing any appreciable damage to them? Also yes, yes he could. If that four-man unit lacks an Ogryn, and lacks any plasma or melta weapons, they're gonna have a bad time. But if the unit has an Ogyrn and two Veterans with Plasma or Meltaguns? He's just going to evaporate. If they only have one guy with a Plasgun and no Ogyrn to face-rank? They're gonna have a bad day, but they'll probably still win. As it should be.
Yeah but that's irrelevant because tabletop means nothing, only the lore where CSMs are portrayed as invincible demigods counts, any lore where they do get taken down is obviously fake news /s
Like i told you before Lore and Tabletop rules are not the same. and Quoting Tabletop rules does nothing to counter the Lore argument. The Tabletop makes consessions to all factions in it so the game can happen. Everything in Warhammer 40k and Warhammer Fantasy for that matter can pretty much oneshot everything else and that is by design because otherwise the game could not be played.
That does not mean that the Lore is different though. This is a Videogame that already takes huge liberties with the Lore so it can happen so further bending the Lore just so you get to geek out over killing a CSM is not a good look for a game that wants to respect the Lore and be coherent.
Quoting myself from earlier here:
"Again Plague Marines shrug off Heavy Bolter Salvos, Meltas and even Lascannons at times. And the argument was never that they are unkillable the argument is that you will not kill them because you won't get the drop on them to do so. They are too fast too strong too cunning and too f*cking tough for you to overcome. Period."
I never said that they are unkillable i said that you or i would not stand a chance at killing them. Unless you want to fight a Plague Marine or any other CSM that is trapped under a Leman Russ Tank, half crushed with no weapon and obviously out of action before we arrive there is no real argument to be had about us doing so.
'cept in the lore, CSM are known to send a few dudes along as "advisors" to successful cults/mortal warbands.
There isn't any 'Final Boss.' There's no story in Darktide beyond the set-up. In the Grim Darkness of the 41st Millenium, there is Only Randomly Generated Missions.
The guy you kill in the courthouse? Just assume that he was anything from a Lieutenant to the Lord Captain of the Moebian 6th.
Not to mention that apparently devs cannot create a boss fight without trash mobs coming to you cause they can't create a proper boss fight, instead they create this endless horde with a damage sponge in it.
Considering it's pretty much the exact same dude in the train station assassinate, I'm not holding too high hopes right now.
More plausible but i would still have to say no to it. If there is one Grey Knight there is more. And if there was Grey Knights we should be playing them and not Prisoners as they would pretty much faceroll this "Rebellion"