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CroatianAlzheimers posted:Your other option is a Techmarine, the Twin-Linked weapon quality, and a pile of thrones...
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# ¿ Mar 18, 2012 21:48 |
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# ¿ May 15, 2024 14:22 |
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Hodgepodge posted:If I remember right, Hostile Acquisitions has rules for an upgrade that lets you put a portion of your crew into cryogenic storage as need be. Alectai posted:How the hell are they even supposed to be playable? Don't they need to torture everything they can so their soul doesn't get slurped up?
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# ¿ Mar 20, 2012 11:50 |
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YamiB. posted:The Carnosaur from Dark Heresy has 40 wounds, toughness bonus 10 and 2 armour, and deals d10+14 primitive tearing damaage. Even then, consider that RT characters in AP 6 carapace with TB 4 are only going to take about 1d10 damage from being bitten, and a full-auto burst with a boltgun is probably going to knock off 10 wounds from it. E: I did throw a pack of them (2 and 3 downstatted young) at an RT party, but they dug a giant pit trap and had the psyker compel them to eat each other after they fell in, so I don't have any practical experience of RTs vs them. Talkie Toaster fucked around with this message at 00:05 on Mar 25, 2012 |
# ¿ Mar 24, 2012 23:54 |
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Fayk posted:I would say that a reasonable basis for adding SB is that one them (the lifter/claw one) 'adds' to the strength of a user (or similar, no book in front of me) for tests, not a 'treat them as if strength is x' if I recall.
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# ¿ Mar 31, 2012 11:17 |
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I think the standard preamble they put in each Black Library 40k novel probably covers it, or at least communicates enough of the tone of the setting that 'You're the secret police/Inquisition in the pseudo-fascist theocratic feudal-ish dystopia that is mankind's only hope to survive in the grim darkness, have fun!' would be all you need. Introducing the elements of the Imperial power structures as and when necessary is probably better than describing it all beforehand.
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# ¿ Apr 3, 2012 01:20 |
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friendlyNeurotoxin posted:(Won't derail the chat with warhammer 2e talk but said book is filled with stuff like this http://i.imgur.com/Kge1F.jpg nothing like giving a random npc birds for blood). If Only War's been bumped up to a full system, then does that mean Dark Heresy's being updated too and releasing OW as a splat for DH v1 would've given it too short a lifetime? Talkie Toaster fucked around with this message at 23:53 on Apr 4, 2012 |
# ¿ Apr 4, 2012 23:50 |
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Liesmith posted:Meanwhile the guy who is setting up shots, aiming for a full round, just to get the perfect called shot to the dome on some Techpriest? that guy's gonna get righteous fury once every couple of sessions.
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# ¿ Apr 10, 2012 13:18 |
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Riso posted:chapter status: understrength
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# ¿ Apr 12, 2012 20:13 |
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S.J. posted:Okay, that's what I figured. But just to clarify, are the basic combat rules and everything the same? I mean I know, like, DH handles full auto bonuses and stuff differently than the newer books. There's a change in how Degrees of Success are calculated (in BC passing a check gives you 1 DoS, +1 per 10, rather than just +1 per 10) but if you use the BC combat rules you shouldn't really have to change anything.
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# ¿ Apr 17, 2012 11:44 |
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Yoshimo posted:How easy would it be to convert an existing DH game to BC, with respect to the Combat rules? Or would it totally gently caress things up?
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# ¿ May 3, 2012 21:46 |
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My bad then, I thought it was the one that let you fire on full-auto as a half action. I'm sure there was something that let you do that and also ignore bracing requirements. E: Yep, had it confused with Auto-Stabilised.
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# ¿ May 4, 2012 00:38 |
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Well yeah, that's why I said 'slightly less useful' rather than 'useless'. If you'd got it to be able to fire full or semi on the move, rather than for firing heavy weapons, then it'd be kind of wasted. After all, a lot more DH PCs have weapons with a full- or semi-auto setting than have heavy weapons.
Talkie Toaster fucked around with this message at 01:04 on May 4, 2012 |
# ¿ May 4, 2012 01:00 |
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Yoshimo posted:Apparently Space Marines can survive in space without a helmet on.
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# ¿ May 6, 2012 10:59 |
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Riso posted:Guys guys there's a precedence for this:
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# ¿ May 9, 2012 22:41 |
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Asehujiko posted:What is it that gives everybody but the Commissar more Movement then they have AB? In DH being large did that but there's nothing on either of the sheets about it. The power level doesn't really seem to be as high as RT. They're certainly better than most starting DH characters, but Guardsmen were always on the high end of the DH starting power. Sniper rifles have needed a boost to be actually worthwhile for quite a while, the Commissar's statline is 20s and 30s rather than 30s and 40s, and lasguns are actually pretty bitching in BC+ with the changes to semi-auto and the Variable Setting rules so bolt pistols aren't wildly OP in comparison, and the Ripper is mostly going to be fired on the move by BS 20-something lumps with almost no Fate Points to make sure it lands when you need it to. Talkie Toaster fucked around with this message at 16:22 on Jun 15, 2012 |
# ¿ Jun 15, 2012 16:20 |
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moths posted:e: But it's ok because nobody showed anyway.
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# ¿ Jun 17, 2012 13:25 |
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CommissarMega posted:Not very different, insofar as I could see; however, instead of being Aligned to a Chaos God, you get Aptitudes, which line up to Skills and talents. Have one Aptitude for them, you pay Undivided prices. Have two Aptitudes, you pay Aligned prices. No Aptitudes, Opposed prices.
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# ¿ Jun 23, 2012 18:12 |
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Baneblade co-axial autocannons are Ogryn-proof? Do they expect enough players to rip them off Baneblades for it to need the tag? Well, yes I guess.
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# ¿ Jul 4, 2012 19:50 |
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TheStampede posted:Well they've already rolled up DW characters, so I was more concerned with the playing mechanics. I'll keep that stuff in mind though for after our first game if they feel like making new characters. Right now I think we just want to keep it simple and nail down the mechanics. We're mostly D&D 3.5 players, but I'm a huge warham, and 2 of them started playing DoW2 and got everyone interested enough to try this out with me. At least DW seems exponentially easier to handle then D&D 3.5.
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# ¿ Jul 13, 2012 20:25 |
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Galaga Galaxian posted:The new Swift/Lightning Attack + Hordes can be so fun. Especially when you're using two swords. The most ridiculous example I've been in was and RT session where we interrupted a cult meeting and attempted to persuade them the RT was their messiah with a flashy psychic display but ended up summoning a daemon instead. We drove a car through the wall to run it over, and then the cult turned on us- but it was apparent anyone with AP 5+ and TB 3+ was immune to their primitive melee attacks, so the psyker in Flak just waited in the car whilst the rest of the party cut the 20-odd cultists down. If they made 1/5 the attacks but with an extra d5 damage they'd have been a weak threat, rather than complete nonissues.
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# ¿ Jul 14, 2012 14:35 |
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Liesmith posted:Losing arms and poo poo should be awesome for a techpriest though, they love turning into robots. Critical damage is not something for roboman to be sad about, it's an opportunity to become even closer to a perfect immortal machine
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# ¿ Sep 14, 2012 23:32 |
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Kharol posted:I'm running into the same issue in my Only War campaign right now. Between the Storm Trooper and Heavy with TB 6 and Storm Trooper Carapace, and the Psyker with TB 4, UnT 4, and a Good Quality Carapace Chestplate, most conventional weaponry is bouncing right off them. They're on a world that's been cut off from the Imperium for a thousand years, regressing to a nomads with autoguns situation. I could be using Accurate weapons to really lay on the hurt, but that ends up skirting dangerously close to a TPK (say, an opposing squad, prone, with cover and sniper rifles? That is seriously a Quality in need of rebalancing.). Of course, the situation is going to turn around when the nomads begin tapping into their lost-to-history Imperial weapon caches. Really though there need to be some Horde Lite rules for these situations, mid-level Dark Heresy parties and Rogue Trader ones. The most straightforward thing would be every 5 magnitude grants +1d5 damage, but that seems a bit feeble. An extra 2 DoS on semi-/full-auto attacks per 5 magnitude along with the +1d5 damage? That'd make a 5-man squad a reasonable foe for most starting RT characters. I've been wanting to see if that actually works, but haven't had the opportunity.
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# ¿ Feb 15, 2013 00:43 |
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Beer4TheBeerGod posted:Generally I find that the smallest ship that can still give flexibility for the players while not being huge is a raider or frigate. Otherwise there isn't much room unless you use good/best components.
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# ¿ Feb 24, 2013 20:43 |
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Eh, ship combat is a teensy bit awkward. Printing out a sheet of combat actions to give to the players helps, otherwise unless they're all leafing through their own copies of the rulebook 3e-wizard-style you end up having to constantly remind them of options.
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# ¿ Feb 25, 2013 20:48 |
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There's some interesting potential for causing drama within the Tau here- we know that strangely they don't have an open history of genetic engineering, just directed breeding. What if that's because the Etherials don't want the Earth caste stumbling across something? If the Kill-Team run into a group of Tau scientists who've found proof they're programmed to obey and have had to flee to avoid being liquidated, they could be used to kickstart a new Farsight-style revolution. Cue wrangling over whether or not to work with xenos, attempts to prevent the scientists from receiving suicide orders they have no choice but to obey, and hijacks of Water Caste propaganda stations to start a civil war.
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# ¿ Mar 3, 2013 02:35 |
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Well, they *almost* enter the warp, it wouldn't be too odd if at the closest point something jumps across.
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# ¿ Mar 10, 2013 21:05 |
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Jerkface posted:Well are you super chaotic? The imperium isn't a very nice place, so you could simply come from the angle of wanting more modern freedoms. You'd be a heretic, but not the moustache twirling baby sacrficing kind.
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# ¿ Mar 23, 2013 15:56 |
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Yeah, the system struggles a bit even at Rogue Trader level. They kind of missed a trick there- by releasing a separate system for each game, they could've had different resolution mechanics for the same stats. Even something as simple as 'full auto uses average damage' would help.
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# ¿ Apr 29, 2013 22:38 |
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The Ordo Malleus NPC generator is pretty useful for building & archiving NPCs, but the major problem I've found with most NPCs is keeping track of what the traits actually do, and it doesn't help with that.
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# ¿ May 14, 2013 10:53 |
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Yeah, it's also a result in a few of the creature generators. Pretty sure it's never seen enough play for FF to notice it could instagib anyone with a semi-auto gun or Swift Attack though.
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# ¿ May 19, 2013 18:21 |
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Zereth posted:Each degree of success adds a hit roll, and my Unrelenting Devastation adds 1 point of magnitude damage per hit. Talkie Toaster fucked around with this message at 01:16 on Jun 6, 2013 |
# ¿ Jun 6, 2013 01:05 |
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Clanpot Shake posted:Anyway, that still leaves them 'strategically withdrawing' from the depot. They'd just made it into the Chimera and to the gate, but they've got half a dozen guardsmen/genestealer cultists and a trio of tyranid things hitching a ride when we had to call it a night. Not sure where to pick up after this. Bonus: it means you don't waste the prep on the base, and they get to blow up an entire warehouse full of explosives with a demo pack (or basilisk bombardment flare or whatever). Talkie Toaster fucked around with this message at 18:41 on Jul 15, 2013 |
# ¿ Jul 15, 2013 18:39 |
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Bavius posted:Well, Rogue Trader probably isn't far behind. It's not like they'd have to do much to change the rest of their systems. What I mean is that with V2.0 of Dark Heresy, we'll be seeing Rogue Trader 2.0 and the rest in due course. Just hoping for later rather than sooner because I've barely used the books I bought
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# ¿ Jul 25, 2013 17:39 |
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Ashcans posted:Note that there is Errata regarding combining Scatter and autofire. I have just copied this from the errata document:
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# ¿ Jul 26, 2013 20:05 |
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Night10194 posted:RoF completely replaced Full Auto. There's no actual bonus/penalty for single/semi/full anymore and they aren't separate actions. The number of attacks in your burst is just equal to the RoF multiplied by how many AP you spent attacking, out of your 4 per turn.
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# ¿ Jul 26, 2013 21:41 |
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Well, it's more that they've been described accurately as lasers, rather than lasers as we're used to seeing them.
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# ¿ Jul 27, 2013 10:15 |
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kingcom posted:Could you elaborate on this? I've always read as them having weird non-laser things like recoil and stuff. For recoil, that might just be a 40kism like caseless bolter cases, but you could handwave it with hot coolant gas venting or something.
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# ¿ Jul 27, 2013 11:03 |
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SquadronROE posted:So I'm actually having a little trouble trying to think of how a tech priest is going to be useful during combat. His skills aren't bad, but it doesn't seem like he has a lot of talents that lend themselves to being useful in combat.
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# ¿ Aug 18, 2013 17:54 |
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Signal posted:First: They can't look out at it, because it would cause them to go crazy from seeing the warp. How do they aim the guns, and how do they know what it is?
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# ¿ Aug 29, 2013 22:57 |
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# ¿ May 15, 2024 14:22 |
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goatface posted:Quick skim of books suggests that's how they work in every game. Crit 2 on a leg followed by 3 damage to an arm means crit 5 on the arm.
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# ¿ Sep 7, 2013 13:14 |