PantsOptional posted:Twelve and a lictor just in one room. Like termites, there's never just a few. Don't forget the Broodlord like my Genetor did in our group's encounter with genestealers! No way is that going to come bite us in the rear end later.
|
|
# ? Oct 22, 2013 18:15 |
|
|
# ? Jun 1, 2024 04:18 |
|
SpiritOfLenin posted:Better hope your Ordo Xenos friend isn't too radical because he might make the situation worse if he wants to capture some alive and do experiments on Tyranids. That always goes well. On the other hand if he's too puritan you get into trouble for not immediately blasting the ship to pieces/for knowing what Tyranids are, but what self respecting puritan Inquisitor would make friends with a Rogue Trader anyway?
|
# ? Oct 22, 2013 19:05 |
I think my view of the relationship between Inquisitors and Rogue Traders is a little skewed because of how our group is pretty much constantly under suspicion (because they deserve it by being a bunch of horrible people; more horrible than usual I mean).
|
|
# ? Oct 22, 2013 19:37 |
|
I am at abit of a loss here. I want to run a Dark Heresy game, using the Only War character creation rules for the classes. In the meantime I also want to preserve the ranks of the original. My plan is to drump up a homeworld regiment (would be the inquisitors training regimen) and just let the players select classes from the Only War. I'm not a fan of giving out different amounts of starting XP and furthermore, one of my players wants to play an assassin. Anyone got any tips on how to solve this?
|
# ? Oct 22, 2013 19:56 |
|
The differing XP is an effort to balance out the fact that specialists get more/better starting skills/talents, better gear, and cool special advances. If you're going to play around with those things it makes sense to change starting XP, but if not just leave it. A Weapon Specialist would do Assassin well if you didn't want to go the Ratling route. Or Stormtrooper for melee assassin. You can always reflavor the starting packages as whatever you want.
|
# ? Oct 22, 2013 20:01 |
|
Wouldn't the standard DH guardsman be the weapon specialist?
|
# ? Oct 22, 2013 20:24 |
|
If you want to use the OW character creation, what are you attempting to preserve the DH ranks for? I suppose you could assign each career path a set of attributes to be used in place of the OW ones, but the skill and talent costs probably wont mesh with each other at all.
|
# ? Oct 22, 2013 20:31 |
|
I like the flavor and the guided character development
|
# ? Oct 22, 2013 21:45 |
|
There's a page in the OW book that lists the system changes form each game, DH included. Line up that with the advance tables in DH and you've got a list of OW skills for each class. Talents might be a little trickier since they've changed a bit more, but you get the idea.
|
# ? Oct 22, 2013 21:50 |
|
There are a couple of Only War for Dark heresy & Rogue Trader conversions kicking around, I've not played with them so I couldn't say how well balanced they are, but if someone else has done the heavy lifting then that could make it easier for you. https://docs.google.com/folderview?id=0B517sKRcjGNrcmZmV21GSkVoVVU https://docs.google.com/folderview?id=0B5IhPBoHK3FAbWhiMmZFdG1mdnM
|
# ? Oct 23, 2013 16:21 |
|
I run a Rogue Trader game wherein I've dumped everything about character advancement, ranks, et cetera, and replaced it with the Only War system. Had to assign levels to some talents, but otherwise it came out kind of smoothly. Kind of. It hasn't been as big a problem as the warp travel rules, which, even after the errata & revisions in the Navis Primer, are downright awful. Game hasn't melted down yet, anyway, even if last session the party inexplicably decided not to loot the xenos space hulk, just because of a few lousy tyrranid... now there's chatter about calling in their Ordo Xenos contact. Who would just want them to capture as many live specimens as possible, I mean come on.
|
# ? Oct 23, 2013 16:33 |
|
I say it's a moot point as we're going to be eaten by whatever horrible thing is in that weird ship/station that's coming for us anyway. Assuming we don't shoot it out of the sky or mind control it first.
|
# ? Oct 23, 2013 17:16 |
|
PantsOptional posted:I say it's a moot point as we're going to be eaten by whatever horrible thing is in that weird ship/station that's coming for us anyway. Assuming we don't shoot it out of the sky or mind control it first. Mind Controlling tyranids is a very, very bad idea. At least, I know it is if there's a synapse creature anywhere nearby.
|
# ? Oct 24, 2013 03:36 |
|
DJ Dizzy posted:I am at abit of a loss here. I want to run a Dark Heresy game, using the Only War character creation rules for the classes. In the meantime I also want to preserve the ranks of the original. My plan is to drump up a homeworld regiment (would be the inquisitors training regimen) and just let the players select classes from the Only War. I'm not a fan of giving out different amounts of starting XP and furthermore, one of my players wants to play an assassin. Anyone got any tips on how to solve this? I'm currently doing something like that, because DH2 isnt done yet. Players take the DH career (arbitrator, adept, etc), take their starting gear, talents and skills (converted into OW where necessary). They also choose DH origins and background packages (with adjusted xp). The rest is Only War. I took the appropriate aptitudes from this sheet: https://docs.google.com/document/d/1omlbXPRtjsMC_XqBFxYdrtdeH_BCEMZ1Ud20MukkDcc/edit They get a final free aptitude to choose, because they'd normally get one from a regiment. And they can define those themselves. And it allows for a bit of flavour, imho. We're also using Influence from DH2, because thrones are horrible.
|
# ? Oct 24, 2013 12:16 |
|
I wont use the homeworlds from DH, but rather use the regiment creation rules to represent an inquisitorial training regimen. This also seperates the fluff of homeworlds with the mechanics
|
# ? Oct 24, 2013 12:33 |
|
Regarding who you could contact about a hulk: Since the astartes operate beyond the structure of the imperium I always thought you could just appeal to them directly. Just broadcast something convincing and they'll show up if they feel like it. They keep track of everything going on around them and spring into action when they deem it necessary. Hilariously they aren't always welcome. Sometimes space marines show up, blow up your orbital facilities and gut your capitol city's manufacturing district before storming the palace and putting bolter rounds through all of the members of the military coup (and half the royal family and an entire wing of historical artifacts). Then they stifle your protests with a "No thanks necessary! Stay solid citizen!" and hop back into their space ships and leave. Whadda ya gonna do, they're space marines; none of their bosses are your bosses.
|
# ? Oct 24, 2013 13:21 |
|
Marines Malevolent!
|
# ? Oct 24, 2013 13:24 |
|
apostateCourier posted:Mind Controlling tyranids is a very, very bad idea. At least, I know it is if there's a synapse creature anywhere nearby. Thankfully, I don't think the approaching ship is Tyranid in origin. We don't know what it IS, but we're pretty sure of what it's not. You know, because mind controlling a bunch of aliens you've never encountered before is a great idea too.
|
# ? Oct 24, 2013 14:18 |
|
PantsOptional posted:Thankfully, I don't think the approaching ship is Tyranid in origin. We don't know what it IS, but we're pretty sure of what it's not. You know, because mind controlling a bunch of aliens you've never encountered before is a great idea too. Oh, you know what it is. (For reference: all of our Rogue Trader "adventures" so far have been repurposed TNG season one plots. You don't want to know what they did to Farpoint Station.)
|
# ? Oct 24, 2013 14:44 |
|
Exterminatused it?
|
# ? Oct 24, 2013 15:38 |
|
drunkencarp posted:Oh, you know what it is. I take it you got a sonic weapon somewhere, got a heretek of some kind to tweak the weapon to use the right frequency and then killed the "entity"?
|
# ? Oct 24, 2013 15:41 |
|
Mind controlled it, psychically murdered it, and sold its corpse to the highest bidder. To be fair, that's probably our plan with this new thing too. To be really fair, it's probably our plan with just about anything anyways. We are not a proud crew.
|
# ? Oct 24, 2013 15:45 |
|
Does anybody have suggestions on implementing Endeavors? In theory I think my players like the idea of grand-scale planning and reward but in practice they don't really seem to... ever do it.
|
# ? Oct 24, 2013 16:12 |
|
DOCTOR ZIMBARDO posted:Does anybody have suggestions on implementing Endeavors? In theory I think my players like the idea of grand-scale planning and reward but in practice they don't really seem to... ever do it. My method, which (like everything else I've tried) works "okay," is to give the party the usual slew of adventure hooks, then when they settle on a system and go there and do stuff, work out during and after the fact how to break up a generic "LOOT THIS SYSTEM" endeavor into various objectives, try to make it clear what those objectives are, and score their results accordingly. The endeavor/objective system seems to work better in the hands of the GM than as a player planning aid, at least for me and my group.
|
# ? Oct 24, 2013 16:57 |
|
So, you have to worry about ammo cooking off if you catch on fire, fine. But if you use las weapons, will being on fire reload your guns and spare powerpacks for you?
|
# ? Oct 25, 2013 23:08 |
|
Only if you're on fire for half an hour or more.
|
# ? Oct 25, 2013 23:10 |
|
goatface posted:Only if you're on fire for half an hour or more. So, an Ork?
|
# ? Oct 25, 2013 23:11 |
|
An Ork wouldn't use an Imperial Lasgun, they barely even think of them as weapons.
|
# ? Oct 25, 2013 23:13 |
|
goatface posted:An Ork wouldn't use an Imperial Lasgun, they barely even think of them as weapons. They might be willing to use a particularly flashed up hellgun, though.
|
# ? Oct 25, 2013 23:18 |
|
goatface posted:An Ork wouldn't use an Imperial Lasgun, they barely even think of them as weapons. Who says he has to use just one?
|
# ? Oct 25, 2013 23:21 |
|
Does fire reloading work on lascannons too? If you had a hot enough fire, could you just continuously fire? (I know, a how enough fire would be better just aimed directly at the target (or would just be a direct power nuclear fusion reactor), but who cares)
|
# ? Oct 25, 2013 23:31 |
|
apostateCourier posted:They might be willing to use a particularly flashed up hellgun, though. I don't know if the hellgun packs work in the same way, what with being mini-backpacks and all. The fire does have a solid chance of wrecking the power-pack as well.
|
# ? Oct 25, 2013 23:39 |
|
thespaceinvader posted:Does fire reloading work on lascannons too? If you had a hot enough fire, could you just continuously fire? Fluff states that it takes atleast half a day to recharge a power pack if you throw it into a fire.
|
# ? Oct 26, 2013 01:02 |
|
goatface posted:An Ork wouldn't use an Imperial Lasgun, they barely even think of them as weapons.
|
# ? Oct 26, 2013 01:03 |
|
goatface posted:An Ork wouldn't use an Imperial Lasgun, they barely even think of them as weapons. I'd hate to see what a lasgun could do if a Mekboy souped one up.
|
# ? Oct 26, 2013 01:32 |
|
Doodmons posted:I'd hate to see what a lasgun could do if a Mekboy souped one up. "an it sets you on fire, see, 'cause when you'ze on fire you don't have ta stop shootin'! Dem humies got somfin right, dey jus don't make it flash 'ard enuff!"
|
# ? Oct 26, 2013 02:05 |
|
DJ Dizzy posted:Fluff states that it takes atleast half a day to recharge a power pack if you throw it into a fire. And if the Ork doesn't know that, then we'll all be fine.
|
# ? Oct 26, 2013 06:17 |
|
Doodmons posted:I'd hate to see what a lasgun could do if a Mekboy souped one up. He'd probably just slap a bunch of other actual guns onto it and use the lasgun as a center piece to attach them all to.
|
# ? Oct 26, 2013 16:23 |
|
The lasgun works as a laser dot that blinks and does a little damage, I guess.
|
# ? Oct 26, 2013 17:05 |
|
|
# ? Jun 1, 2024 04:18 |
|
Rockopolis posted:So, you have to worry about ammo cooking off if you catch on fire, fine. But if you use las weapons, will being on fire reload your guns and spare powerpacks for you? Dan Abnett has las gun power cells cooking off occasionally in the Gaunt's Ghosts series, so if the GM wants them to explode, there's some justification in the fiction.
|
# ? Oct 26, 2013 20:27 |