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Night10194 posted:Sometimes, I look at FFG's games and I wonder why it is they go so bonkers whenever a techpriest comes up. It seems like every gameline has a ton of Techpriest Only stuff that's simply better than any other existing option. Yeah especially when it comes to implants and the like. I always think there has to be some way to limit them without breaking them but how? One potential is to have them gain insanity each time they add an upgrade as more of their flesh is lost. Like the human mind isn't suppose to cope with too much change like that. Same way chaos folks are just insane. Another would be to add some "humanity" stat similar to shadowrun essence, and if someone gets to zero they become a mindless automaton. This would be for everyone, not just the ad mech. Now everyone tell me about how that conflicts with fluff.
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# ? Nov 5, 2014 20:43 |
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# ? May 29, 2024 05:05 |
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Pretty much all high end 40k characters seem to have wiring coming out of their skulls, so I suppose it's something everyone aspires to.
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# ? Nov 5, 2014 21:48 |
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Some standardizing of the rules would help too. Like on the insanity front: Cortex implants in RT give 1d10 insanity, in OW the cerebral implants (which do the same thing) do not. So even the few cybernetics that have penalties aren't consistent about it.
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# ? Nov 5, 2014 21:52 |
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Kaizer88 posted:Pretty much all high end 40k characters seem to have wiring coming out of their skulls, so I suppose it's something everyone aspires to. A lot of high end 40k characters are also kinda crazy too. Like, the difference between a Tech-Priest driven crazy by his cyberware addiction and a regular baseline Tech-Priest is probably an academic one at best.
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# ? Nov 5, 2014 22:22 |
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Kaizer88 posted:Pretty much all high end 40k characters seem to have wiring coming out of their skulls, so I suppose it's something everyone aspires to. Or had to do because some Slaanesh daemon with a crab hand lopped it off.
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# ? Nov 5, 2014 23:05 |
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Werix posted:Now everyone tell me about how that conflicts with fluff. It actually doesn't conflict at all, and then there's the whole side issue of maybe there's a C'tan entombed in Mars.
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# ? Nov 5, 2014 23:44 |
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Kaizer88 posted:Pretty much all high end 40k characters seem to have wiring coming out of their skulls, so I suppose it's something everyone aspires to. I have an augmentic-phobic Forgeworlder Voidmaster who willingly went under the knife to have a tiny Dark Age of Technology Weapons MIU implanted. It's just gotta be awesome enough of an implant and then anyone will go for it.
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# ? Nov 6, 2014 01:43 |
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There's nothing unreasonable about a fear of headtubes, those things are freaky.
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# ? Nov 6, 2014 01:56 |
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I ran a navigator all the way to rank 8 without a single bionic, although I did luck out on mutation rolls and get unnatural agility and regeneration by the end of the game.
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# ? Nov 6, 2014 05:16 |
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Kai Tave posted:There's nothing unreasonable about a fear of headtubes, those things are freaky. Called melee shot and pull like you're starting a lawnmower engine.
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# ? Nov 8, 2014 04:00 |
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Hey guys, I posted a document with a bunch of ideas on how to build a mechanically-impactful mission "hub" for Dark Heresy over at the mostly-mediocre FFG forums: http://community.fantasyflightgames.com/index.php?/topic/126241-the-mission-hub-building-players-a-home/ I'd love it if you guys could take a look and provide some feedback. Hopefully, it'll help new GMs get an idea of how to manage player downtime and foster social interactions between missions. I know that for my group, they had a hard time wrapping their heads around the new Influence stat, so this will hopefully help contextualize it for new players as well.
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# ? Nov 8, 2014 15:24 |
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Influence has been around for 4 systems (5 if you count ascension) now, though?
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# ? Nov 8, 2014 21:56 |
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Welp. The Inquisitor w/Daemon Weapon boss of the first arc for my Sisters campaign got his poo poo wrecked by hilariously good luck; first the Dominion shot him with a Melta despite him being in melee, he then proceeded to fail a 61% dodge with a Fate reroll, then a Refractor Field save, then take nearly max damage, then fail a 72% Parry with Fate reroll and his Refractor save, to get finished off by the Repentia pretty much the first round of combat. All while their Retributor, Seraphim, and normal Sister hosed down the Praetorian battle servitors and Stormtroopers. Still nearly killed a couple of them in the battle, though, and they all got to do their thing and had a good time, so I'm still going to count it as a decent encounter. I just seem to have the worst luck rolling for high evasion enemies as the DM. It's become a running joke in Deathwatch games that I cannot make Lictors do anything; I have made like 3 Dodge checks with Lictors over several campaigns. They just get ruined whenever they show up.
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# ? Nov 10, 2014 08:03 |
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This week in BLACK CRUSADE, my players continued their dive into a Necron pyramid in order to find technology they can use to trade with Forge Polix. We had a new player to the campaign playing one of the surviving Hereteks in the expeditions to the world. His very first session and he jury rigged a flamethrower to take care of the scarabs that kept pestering the party, only for his jury rigged weapon to literally explode in his face. The entire group had a laugh because now it's not just the psykers threatening the total destruction of the heretics, but also a heretek whose creations threaten them all as well.
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# ? Nov 10, 2014 17:56 |
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Shadow Isaac posted:I killed 3 PCs in the final battle of the Black Sepulchre alone. This is funny because my group basically one-shot that boss. I had to double his wounds to make the fight at all interesting but they cleaned up regardless. Granted they were rank 4, but still.
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# ? Nov 10, 2014 18:16 |
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Gaghskull posted:This week in BLACK CRUSADE, my players continued their dive into a Necron pyramid in order to find technology they can use to trade with Forge Polix. We had a new player to the campaign playing one of the surviving Hereteks in the expeditions to the world. His very first session and he jury rigged a flamethrower to take care of the scarabs that kept pestering the party, only for his jury rigged weapon to literally explode in his face. The entire group had a laugh because now it's not just the psykers threatening the total destruction of the heretics, but also a heretek whose creations threaten them all as well. Don't forget! Some players are now *canon* afraid of the psyker, thanks to the magic of Perils of the Warp.
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# ? Nov 10, 2014 18:46 |
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Clanpot Shake posted:This is funny because my group basically one-shot that boss. I had to double his wounds to make the fight at all interesting but they cleaned up regardless. Granted they were rank 4, but still. My guys started with Rank 1 characters at the start of the book, so I think they were maybe rank 2 at the point where they fought him. I one-shotted 2 characters with a single firestorm in the first round (also they were mind-swapped thanks to a perils roll) and then killed another guy with Psychic Crush in the second. I knew they weren't gonna be able to damage it with their gear and the only reason they were able to kill him was that I made it so the presence of daemonic energies resonated with the holy rounds in Zanatov's bolter to grant the wielder temporary Bolt Pistol training as long as there were Daemons around and there was still holy ammo in it. I specifically targeted the mind-swapped guys first so that they could burn fate points to override both death and being mind-swapped for something like another 8-10 rounds of combat.
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# ? Nov 10, 2014 21:20 |
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Is the Black Crusade adventure module good?
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# ? Nov 10, 2014 22:08 |
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OneThousandMonkeys posted:Is the Black Crusade adventure module good? After taking a look at them I didn't like any. Some of them have cool ideas here and there about encounters but actually running them sounds lovely. The actual setting, the Screaming Vortex, owns though. Dunno if by adventure module you meant the Hand of Corruption book so I haven't read that
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# ? Nov 10, 2014 22:11 |
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frajaq posted:After taking a look at them I didn't like any. Some of them have cool ideas here and there about encounters but actually running them sounds lovely. The actual setting, the Screaming Vortex, owns though. Yeah I mean the actual hardcover, which I bought at a fire sale. I don't know if I want to run a module or not yet and haven't had time to finish reading all the BC stuff I have.
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# ? Nov 10, 2014 22:13 |
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I haven't run it, but was considering running it, so I did give Hand a read-through. It has some pretty big wrinkles - aside from the usual FFG "here's a hilariously contrived reason to start the module" problems, it runs into some pretty big problems concerning Space Marine players, since most of it takes place in Imperium space. It devotes one sentence to what to do with them in Port Wander - which is to tell you to cover them in rags and pretend they're really big servitors. Once you get to the destination, even less is said. For a setting that assumes (or at least -hopes-) that you'll be playing with a mixed party, your CSM players will have to come up with their own fun. They won't be welcome at a lot of the social encounters the book provides. Of course, that's a problem with the whole game, unless you're in the Screaming Vortex. It provides a basic skeleton and a few encounters for each major section (getting to the planet, corrupting the planet, keeping the planet), and I think it could run okay as long as the GM's willing to put in a bit more work than you'd really expect to when running a pre-packaged adventure.
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# ? Nov 10, 2014 23:59 |
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It feels like BC would be especially bad for pre-made adventure modules, given how much of BC is about 'The players decide they want to work towards wrecking that guy, and then do it' or 'The players decide they want to work towards getting that thing, and do that.' It's so player driven that the kind of railroading for a pre-made game doesn't feel like it would work, even moreso than most of the 40kRP games.
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# ? Nov 11, 2014 00:34 |
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The idea of Hand of Corruptions owns though, taking over a prison planet and turn inmates to chaos, AND THEN BAD poo poo HAPPENS
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# ? Nov 11, 2014 00:35 |
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What Black Crusade needs more than prewritten adventure modules is just a big ol' collection of plot hooks and intriguing ideas for players to pursue.
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# ? Nov 11, 2014 00:39 |
Jolinaxas posted:It has some pretty big wrinkles - aside from the usual FFG "here's a hilariously contrived reason to start the module" problems, it runs into some pretty big problems concerning Space Marine players, since most of it takes place in Imperium space. It devotes one sentence to what to do with them in Port Wander - which is to tell you to cover them in rags and pretend they're really big servitors. Once you get to the destination, even less is said. For a setting that assumes (or at least -hopes-) that you'll be playing with a mixed party, your CSM players will have to come up with their own fun. They won't be welcome at a lot of the social encounters the book provides. Aren't space marines in the RPGs tall, but not outlandishly so? They could take off their power armor.
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# ? Nov 11, 2014 00:50 |
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Zereth posted:Aren't space marines in the RPGs tall, but not outlandishly so? They could take off their power armor. Or as jolinaxas can attest to in my forum game, grind down the horns Hellboy style and paint your armor Deathwatch. Also just outright posing as a loyalist works too.
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# ? Nov 11, 2014 01:46 |
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Werix posted:Or as jolinaxas can attest to in my forum game, grind down the horns Hellboy style and paint your armor Deathwatch. Also just outright posing as a loyalist works too. As if the hicks in Habspire 87 would know the difference or really even care one way or the other.
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# ? Nov 11, 2014 01:53 |
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OneThousandMonkeys posted:As if the hicks in Habspire 87 would know the difference or really even care one way or the other. Obvious mutations might be an issue, but then again some loyalist chapters look pretty freaky themselves so it might not be unless you're totally decked out in Chaos symbols and the like.
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# ? Nov 11, 2014 02:00 |
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Gaghskull posted:This week in BLACK CRUSADE, my players continued their dive into a Necron pyramid in order to find technology they can use to trade with Forge Polix. We had a new player to the campaign playing one of the surviving Hereteks in the expeditions to the world. His very first session and he jury rigged a flamethrower to take care of the scarabs that kept pestering the party, only for his jury rigged weapon to literally explode in his face. The entire group had a laugh because now it's not just the psykers threatening the total destruction of the heretics, but also a heretek whose creations threaten them all as well. And then my charred husk started shooting my
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# ? Nov 11, 2014 02:09 |
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As I've said before elsewhere, posing as a Loyalist has its issues, too. They tend not to travel in ones and twos, or with any baseline humans at all that aren't chapter serfs or super-higher-ups like Inquisitors or Planetary Governors. Also, if they're at a place, it's to do some hardcore poo poo. It's not like they have shore leave. So it's not a long-term thing, and just draws a different kind of attention. Various fluff puts them around 7 1/2 feet, at the shortest. Not so tall that you couldn't -technically- pass them off as a really tall human. But there's only so long you can say "this is my vat-grown bodyguard / suspiciously handsome ogryn friend" before someone with half a clue thinks "That's an Astartes... OH GOD WE'RE ALL GONNA DIE!" EDIT: Various bits of fluff I've seen (parts of rpg core/splatbooks, Lexicanum articles, etc.) describe Alpha Legionnaires as being -really good- at passing as human. I haven't read any of the books besides Fulgrim - is it ever described -how?- Jolinaxas fucked around with this message at 02:36 on Nov 11, 2014 |
# ? Nov 11, 2014 02:28 |
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Jolinaxas posted:EDIT: Various bits of fluff I've seen (parts of rpg core/splatbooks, Lexicanum articles, etc.) describe Alpha Legionnaires as being -really good- at passing as human. I haven't read any of the books besides Fulgrim - is it ever described -how?- Alpha Legionnaires are shorter and smaller in build than most Astartes, and lack the exaggerated inhuman features most Astartes have. Further muddying the waters is that the Alpha Legion have a significant number of mortal human operatives, some with genetic modifications and potentially even partial Astartes enhancements, who they're not above putting in power armor, painted up as Alpha Legionnaires, and used in situations where the locals wouldn't know the difference.
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# ? Nov 11, 2014 02:49 |
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Yeah, they're def a little smaller. Plus, y'know, for the same reason World Eaters are good at melee. Subterfuge is just Alpha Legion's thing.
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# ? Nov 11, 2014 02:52 |
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So, I'm having a great time being able to use Roll20 to set up maps, but there's one problem. I wrote up a bunch of generic sheets for generic foes (Like Guard Light Infantry, Arbite, etc) and while that works for putting tokens down, if I adjust one model's wounds from a hit, it adjusts every token on the field that links that sheet. Is there an easy way to avoid this?
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# ? Nov 11, 2014 03:01 |
Jolinaxas posted:Various fluff puts them around 7 1/2 feet, at the shortest. Not so tall that you couldn't -technically- pass them off as a really tall human. But there's only so long you can say "this is my vat-grown bodyguard / suspiciously handsome ogryn friend" before someone with half a clue thinks "That's an Astartes... OH GOD WE'RE ALL GONNA DIE!"
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# ? Nov 11, 2014 04:23 |
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Night10194 posted:So, I'm having a great time being able to use Roll20 to set up maps, but there's one problem. I wrote up a bunch of generic sheets for generic foes (Like Guard Light Infantry, Arbite, etc) and while that works for putting tokens down, if I adjust one model's wounds from a hit, it adjusts every token on the field that links that sheet. Is there an easy way to avoid this? You can keep track of wounds in the three squares above the tokens when you click 'em. As a GM, you can set them so that only you can see them and your players won't know a thing. It's what I do at least.
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# ? Nov 11, 2014 04:42 |
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Black Crusade is best when you don't take it completely seriously and play up the dark humor. So, there's no reason you can't say the average imperial is too ignorant of Chaos to recognize a Chaos Space Marine from a Loyalist, or come up with other reasons why the disguise works. Make sure that any threats to their disguise are really obvious as well, like if an Inquisitor is going to show up in 3 days, or there's a Deathwatch team here for some reason. Basically, make it something the players can react to, something that puts their plans into danger without just screwing them over. But yes, the pre-made adventures for Black Crusade are bad, feel free to lift a few ideas from them but don't run them as-is.
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# ? Nov 11, 2014 04:45 |
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Astus posted:Black Crusade is best when you don't take it completely seriously and play up the dark humor. So, there's no reason you can't say the average imperial is too ignorant of Chaos to recognize a Chaos Space Marine from a Loyalist, or come up with other reasons why the disguise works. Make sure that any threats to their disguise are really obvious as well, like if an Inquisitor is going to show up in 3 days, or there's a Deathwatch team here for some reason. Basically, make it something the players can react to, something that puts their plans into danger without just screwing them over. There's also precedent for it. A lone Night Lord in the book Lord of the Night fakes being a loyalist Marine to build a fanatically loyal army in an underhive that thinks they're following a loyalist Astartes, and it's noted that most Imperials see giant in power armor and think an Astartes. Only a few people in the entire hive realize that they have a Chaos problem even after the Night Lord in question starts performing daemonic rituals.
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# ? Nov 11, 2014 04:52 |
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Gaghskull posted:You can keep track of wounds in the three squares above the tokens when you click 'em. As a GM, you can set them so that only you can see them and your players won't know a thing. It's what I do at least. Yeah, I'm doing that. I mean when I set out, say, 4 of the same token linked to the Murder Servitor (Melee) sheet I set up, if I take 3 wounds off one token it takes them off the other three since they're linked to the same sheet.
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# ? Nov 11, 2014 04:55 |
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Pariah novel spoilers: In the case of Alpha Legionnaires, there is precedent in this book, where one doesn't wear his armour and dresses up like an ex-Guard genetically modified soldier. Despite this, he's still considered abnormally large.
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# ? Nov 11, 2014 07:08 |
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# ? May 29, 2024 05:05 |
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MaliciousOnion posted:Pariah novel spoilers: I...I should read Pariah again, I don't remember that. I only remember the naked Emperor's Children dude and the Word Bearers in the main church right? I may be confusing things
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# ? Nov 11, 2014 07:17 |