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In tabletop, however, tyranids have a very remote chance of clawing through Tactical Dreadnought Armor, while even a hit with the stock terminator power fist is a guaranteed kill. You can figure things out from here I reckon.
According to the Tyranids Codex, Genestealers claws can tear up Adamantium, which is the strongest type of metal that the Imperium have at disposal, if i'm not mistaken!
Those claws are as hard as diamond and comprised of a chemical make-up that mimics the molecular structure of titanium. That's how they can rip through Terminator armor---they're made out of the same ♥♥♥♥♥♥♥ chemicals as terminator armor.
For the zillionth time: Genestealers are not overgrown Gila monsters with anthropomorphid features. They are ♥♥♥♥♥♥♥ aliens so people really need to stop trying to apply terrestial biology to them.
And the power of the Terminator is relative to the version of the damn game you play. Since all you whiny little whipper-snappers lurvs your angsty, douche-magnet super Marines, all of a sudden they're unbeatable. Back in my day, if a Genestealer and a Space Marine met in a dark corridor, the ♥♥♥♥♥♥♥ Space Marine would be breathing out of his neck faster than he could blink because the stats in melee favored the Genestealer.
BUT the genestealer, in the tabletop game, have claws so powerful that they IGNORE armor and can even cut trough tanks.
it changed a bit now, they are less powerful than before, but in the warhammer lore, genestealer are always the ♥♥♥♥♥♥♥ beast who cut trough anything, but die in one hit.
before too, space marine were strong, but that all. A space marine was as poweffl than 10 men. Now, the lore made thel stupidly overbadass guys who can rip a planet during at 3 vs 3 billion.
Alot of Imperial Guard models are taller than Space Marines.....
That made me remember an old joke about gretchin revealing to be an imperial assassin in terminator armor on a bike. It is better to forget those times like they never happened.
THANK YOU! I guess part of my confusion is that for one thing, their strength must just be difficult to represent consistently in the game. Like, for example, it takes them so many hits to get through a door, but that doesn't seem logically consistent with their ability to "easily" tear up terminator armor.
I mean I guess it boils down to - why even wear the terminator armor and be so slow if it's pretty much useless against Genestealers? It seems like lore says that normal power armor can wield any of the weapons we see in SH:A
Though...if their natural weaponry is made up of the same stuff - it doesn't make sense to me they could easily rip through the armor...help?
Again I want to stress that I'm not arguing for or against either side necessarily, I'm just trying to get a grip on how all this fits together. Is all the inconsistency just due to power creep as a result of lots of additional materials being released over the years? I'm not familiar with Warhammer materials, but I know D&D has always been like that: every little splat book that comes out makes something more and more powerful until the overall balance of everything has moved around a lot compared to when an edition was first released.
Aditionaly terminator armor usualy has a teleporter homer and can be recalled back for repair, with a marine's body for geneseed extraction.
What else...
Terminator armor has a full autosenses array wich allows a terminator to easely navigate himself around and notice the incoming danger from pretty much any side.
It also has an innate stabilisers alowing terminator to fire the heaviest weapons without pausing his pace.
Plus armor's servo-motors and fibre-bundle muscles are simply more powerfull compared to usual power armor. Hence terminator can fire full auto stormbolter with a single hand, and is able to use heavy flamers, assault cannons and cyclone rocketlaunchers wich are basicaly a light vechicle class of weaponry.
And for a snack - terminator armor incorporate a light force field generator. Though SH games are notorious for disregarding that.
As for why bother with terminator armour - because it's much better suited to the unpredictable and often extremely hazardous conditions inside a Hulk.
It's also worth noting that tactical dreadnought (terminator) is not an "upgrade" of power armour that is meant to be better in all regards - it's a specialized set of armour for certain tactical situations, namely those in which being able to withstand damage is more important than being able to avoid being hit in the first place.
And the corridors of (derelict) spacecraft and other confined spaces are a prime example of that - no amount of greater mobility will protect you when you have nowhere to move to begin with.
When it comes to specificaly fighting GS aboard Hulks, sending in veterans in terminator armour is making the best of a very bad situation, i.e. having to at all enter the hulk and engage the GS in combat in a hazardous environment that favours them greatly, and usually a last resort.
If you pay attention, you'll notice that none of these hulk cleansings take place as an attempt to destroy the GS infestation with terminators through direct combat.
As to how one would go about using claws to overcome a full suit of armour - much in the same way that one did historicaly use daggers, halfswording and grappling to deal with plate armour.
Of course it doesn't look like that ingame, or in most descriptions of 40k combat, because as I've already mentioned previously, part of the appeal of 40k is gloriously ridiculous overkill.
Haha, it's true ^^
To be fair and if we're going to think of it in rl terms, each of those hits could be putting holes in the door and penetrating right through into the thin air on the other side, the multiple attacks are just needed to make a big enough hole to for the GS to pass through.
On the terminator side of things, they do have a fairly squidgy human(ish) person inside, so a singular penetrating hit would obviously have a few bad side effects :P