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Tricks and Traps


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#1 Quoth

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Posted 30 January 2014 - 07:38 AM

So I noticed that my party was disinclined to do much more than hunker down and shoot till everything in their firing ark was dead and I figured that all this 'hit him till he stops moving' was getting a bit old. Which led me to come up with a few little traps and tricks for the party to exploit and be exploited by (*evil laughter*) Heres what I have so far, please add more! =D

Man Trap
Perception -10 to notice
Agility -10 to avoid
Hit = Move reduced my 50% until they receive medicare, plus 2 levels of Fatigue
(Basically a level 4 crit against a leg)

Hanging Pipes/Machinery
+10 to hit
AP 5 (-1 AP per hit without pen)
Successful pen = 3d10+X (X being relative to how high the pipes where as per Fall Damage p210 of DH core book)

Oil Barrels
+20 to hit
AP 6 (-1 per hit without pen)
Successful Pen = As Fire Bomb centered on the barrle

 

 

Obviously relevant skills checks can be taken, Awareness instead of Perception for the Man Trap, where applicable.


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#2 Cobramax76

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Posted 07 February 2014 - 05:52 PM

Cute, simple, relevant, and devious. In short..i love it...lol Ive pulled similar stunts in my games as well. Also consider having a room down perhaps in a underhive or even a ship "refitted" for use as a"disposal" area ( of course the PCs would get a skill test to realize it but it would be at a large penalty ( at least -30 ) since it would be the entire room not just one or two things added or out of place...They should have a chance to get out before dying..perhaps also needing them to take a few levels of fatigue or wounds before they could get out somehow...



#3 Quoth

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Posted 15 February 2014 - 01:35 PM

Elevator of doom!
Party trapped in elevator between floors.
After X rounds, wires are cut and elevator falls. All characters still on die.

Last 2 rounds before dropping, the coiled Wier's start to snap. All on top of cart must dodge or take 2d10 impact damage to the body as the tense wires snap back towards them.



Very fun to watch the party scrambling about. Specially when they start falling over each other to get through the hatch
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#4 Angel of Death

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Posted 16 February 2014 - 10:32 AM

Elevator of doom!
Party trapped in elevator between floors.
After X rounds, wires are cut and elevator falls. All characters still on die.

Last 2 rounds before dropping, the coiled Wier's start to snap. All on top of cart must dodge or take 2d10 impact damage to the body as the tense wires snap back towards them.



Very fun to watch the party scrambling about. Specially when they start falling over each other to get through the hatch

?? your party uses Elevators often?

 

Death Traps

 

So how many took the express ride


"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

 


#5 Quoth

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Posted 17 February 2014 - 05:29 PM

Sadly no one got the full tour of the shaft (ooo er...)
They where fleeing an ambush by heretics and daemons so they didn't have much choice.




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