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Cynr

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  1. Agreed. I have no problem with Ascension-level, although I am not sure how that would work with Deathwatch. As for the 2 "broken" classes people cry about… they are only broken with bad GMs. (Vindicare can kill one guy at a time and is usually psyker bait for WP tests and autofire since he Dodges once and hopes he gets a lot of success…. oh, and yes the Primaris can sweep a room clear given tactics and the fluff about psykers, everyone should be shooting him dead first… umm, more autofire weapons work just fine.) Not broken, just hyper-specialized.
  2. Cynr

    The End?

    So as I posted this with a question, there is still no answer. No actual writer, developer or insider has said what "may" be in the works… which is the same answer given at GenCon last year after Lathes was released. (Even if an announcement was made now, it would me no new product in at least a year.) There is nothing in the Upcoming, even under the In Development heading. It will be interesting to see if anything is announced in August this year.
  3. Cynr

    The End?

    breez said: Cynr said: As for adventure material, I have run all the printed FFG stuff, I have run converted adventures from Rogue Trader and Deathwatch, and most of the contest submission stuff. I have tied it all into my own storyline themes and connection stories over the last every Tues night for 5 years. My solution was to give the party's Inquisitor Lord (NPC) a Warrant of Trade and a ship and "politically" exile him (and his Throne Agents, the PCs) to Koronus after the events of the Apostasy Gambit where many people think they killed St. Drusus reborn. I have created a ship and an Explorator crew for all the classes that are not really represented well by my Dark Heresy party and they will actually arrive on Footfallen to start the Lure of the Expanse storyline next week. Spoiler! Unless someone in the party sacrifices one of the Unique itmes they have collected (they are an average of Rank 12 Ascension, so they have some nice tools), I am going to have their Inquisitor Lord use his Rosette as his auction bid to win a place with the Seven Witches. Starting to sever the formal ties to the Inquisition, is my hope to turn Dark Heresy into Rogue Trader without too much disruption. I have taken the same approach, but after the foretelling, the playersinquisitional team went back to 'take care' of the witches. It was a fun encounter (for me anyway) and they now have 10K blind slaves Nice! Always useful. -Cynr
  4. Can you post where your found this "rerelease"? -Cynr
  5. Forge World released Horus Heresy: Betrayal… a beautiful book (expensive) that is basically a codex and fluff for The Sons of Horus, Death Guard, World Eaters and Emperor's Children. Using it would be like using any other 40k codex and doing the conversion work yourself. -Cynr
  6. Cynr

    The End?

    Well GenCon event registration opened. i was 1989 in the cue and all events will filled up before my list was processed for all (well what 5?) FFG Warhammer RPGs. I did see a FFG seminar called "In-Flight" taht talked about new products but no where in the description did it say as to what games… it could be all Star Wars, Dust, etc. Gone are the days when each of our beloved Warhammer games got their own (or shared even) seminar. I know everyone hates the doomsayer but I was on board with Dark Heresy since the Black Industries announcement. I have met everyone from Ross down at different events. Noone has ever talked about a revised edition beyond "it's an idea" and nothing was mentioned beyond the Lathe Worlds last year at GenCon where even many of the FFG names were moving to work on other projects. It is unfortunate that, in all of the FFG history, there is very little ever said from FFG staff on their own forums. As of this date, there is no Warhammer products In Development or At the Printer on the website. As for adventure material, I have run all the printed FFG stuff, I have run converted adventures from Rogue Trader and Deathwatch, and most of the contest submission stuff. I have tied it all into my own storyline themes and connection stories over the last every Tues night for 5 years. My solution was to give the party's Inquisitor Lord (NPC) a Warrant of Trade and a ship and "politically" exile him (and his Throne Agents, the PCs) to Koronus after the events of the Apostasy Gambit where many people think they killed St. Drusus reborn. I have created a ship and an Explorator crew for all the classes that are not really represented well by my Dark Heresy party and they will actually arrive on Footfallen to start the Lure of the Expanse storyline next week. Spoiler! Unless someone in the party sacrifices one of the Unique itmes they have collected (they are an average of Rank 12 Ascension, so they have some nice tools), I am going to have their Inquisitor Lord use his Rosette as his auction bid to win a place with the Seven Witches. Starting to sever the formal ties to the Inquisition, is my hope to turn Dark Heresy into Rogue Trader without too much disruption. -Cynr
  7. Cynr

    The End?

    Well the GenCon event list went live… there is no listing for an annual report for any of the 40k RPGs. There is practically no new stuff coming out (none for Dark Heresy unless I missed something) listed for this year beyond the Only War materials and the Tome series of books. After receiving no new book ideas or even hints at new material beyond Only War last year at GenCon, are we looking at the end? -Cynr
  8. Cynr

    Pieces parts

    Any way of getting 8 more plastic stands? Having only 4 and popping them on and off all the time is a bad design idea and is going to wear out the plastic pieces too soon. For that matter, more cards? -Cynr
  9. I use Capt. Bartolo Montado and Capt Phinneus Shae made by Privateer Press. http://privateerpress.com/warmachine/gallery/mercenaries/warcasters I GW/Forge World has really made any good Rogue Traders. -Cynr
  10. I agree with InquisitorAlexel. All scenarios should be engineered with your player characters in mind to let them flex their muscle or their mind. Each character class has roles to play from the obvious killing to the investigative and politics game. If you really are playing the game right, then the most powerful character will always be the Inquisitor or Interrogator… How?… because with the right Fellowship, Peers/Good Rep, etc. I can use my Influence to recruit any number of "clones" of any character class. Why fight anyone when I can use my Influence to call in the Imperial Guard, Arbites or other assassins to do the work for me. Character classes are not suppose to be equals in "power". The Sage is really a non-combatant who has a dangerous job. The Magos (unless playing the Myrmidon) is a scientist first and foremost no matter how tough he can become. The Death Cult Assassin, Vindicare Assassin and Primaris Psyker will never really be the pointman for an operation because of the negative social stigma that they inherently possess. Imperial citizens to backwater feral worlders are raise to hate witches and have you looked at the pics of either assassin class? Would you want to talk to them? Not to mention the cost to raise their Fellowship and Intelligence. Just for fun my party (Interrogator, Sage, Primaris Psyker, Vindicare Assassin, and Death Cult Assassin) played one-on-one to the death. Obviously, the Sage lost all of her fights to each of the other classes. The Interrogator lost to all but the Sage. As for the big 3… it came down to Initiative, Dodge and Damage with anyone making a bad roll dying quickly (no Fate Points were used to keep it purely rolled numbers). At the end of the fun, the Death Cult Assassin won all 4 matches…. how?… Good Dodge, able to soak all damage from 1 attack, and 3 melee attacks on a charge. The Death Cult Assassin ate the psyker with Inititive, many more attacks and ignoring 1 massive damage attack. It took longer for him to killed the Vindicare Assassin with all his Dodges, but 2 hits put the VA into Critical while 2 hits (1 ignored) left the DC assassin standing without penalty to finish the job. We found out that when the Death Cult Assassin is within charge range, no one is really safe…. VA assassin moved away dodging the attack to be able to shoot and got Charged all over again; he lasted longer staying in melee and using the Exitus pistol in melee. -Cynr
  11. Anything that bypasses Armour, and esp. anything bypassing Armour AND Toughness, will kill the Magos. There are many options on how to control the power in the game especially with high-level characters. The Ascension Wounds are suppose to cap at 25 but your Aliens and Daemons can run wild with the numbers. Remember that Ascension level baddie bosses should be able to deal damage on the level of your players and should have a small army of minions to soak damage, tie up players and deal damage. Kill your players! I don't think any player should get to Ascension without having burned a Fate Point to escape death. Players need to fear the very real chance of dying with every major encounter (and should still worry that 20 minions armed with basic weapons can cause harm) or there is no epic sense of accomplishment. In Ascension, the baddies are on a power level equal to Space Marines and if you read the novels, Space Marines die all the time, even with all of their bio-engineering and power armour… your players shouldn't have any of that stuff. @Cymbel: The Vindicare Assassin may jump on an autocannon for a scene, but they should never be dragging one around as "their" weapon. The Exitus Rifle is one of the greatest guns man has ever made and designed specifically for that Vindicare Assassin; not using it should feel like a betrayal to the weapon's spirit. The Vindicare is trained for the perfect kill, not mass killing. I won't even go into the logic of the assassin using a weapon that requires a two-man team to set up and use properly when it is not mounted on a vehicle. -Cynr
  12. I have been running Ascension since shortly after it came out. The party is an Interrogator (recently moved to Inquisitor), Vindicare Assassin, Psyker Primaris, Sage and Death Cult Assassin (all are Rank 10-11). Yes, each Ascended Class has its obvious strengths and a list of weaknesses. As a GM, I let them go crazy with their powers and abilities but I make sure their major story encounters are populated with equally powerful baddies. When the story calls for "and out of the alley comes a group of 20 thugs with clubs and stub pistols…" I don't even throw dice, I just asked how they respond and storytell what happens. Only for the epic fights, etc. do I get the miniatures and the mat out and roll dice. Some tips without changing (much) any rules: 1. Let the psyker go nuts and burn minions to a crisp the first round. Just make sure he feels the pressure of his actions as he is targeted as the biggest threat. People hate psykers and people with guns kill psykers although you might have to find the right one like a heavy flamer (Burn the Witch! anyone?) 2. Vindicare Assassins are still vulnerable to autofire and even large blast weapons not to mention squads of 10 Imperial guards men all shooting at semi-auto because they have heard the lethal rumours of the Vindicare. A compareable swordsman can tie him up in melee. Also, psykers work well since WP checks are easily failed (possession and then use him against the party psyker is fun). Oh, and even though the Vindicare can hit just about every target he aims at, baddies can still dodge his overpriced bullets (Trust me, at Unique, the Vindicare doesn't get his special ammo back often). And really who cares?? The Vindicare Assassin is usually good for only one kill a turn… not a lot when the party is up against 20-30 baddies. (Same goes for the Death Gult Assassin who carves up 1 baddie a turn.) 3. The only rule I got rid of was "This One Thing I Ask.." I changed it so that the party could burn 1 Influence to get +10 on an Influence test (up to +60 max. bonus). 4. I never say no, but do not let your party get a hold of any force fields… but let your big baddies have them, which can be destroyed when the psyker goes too far and burns the baddie and all his belongings :-) Also, any baddie with any Intelligence gets Dodge +20, because they didn't get to be that bad by standing there to get hit. Also, no hexagrammic wards, etc. Warp Weapons make people pay attention. Limit Blessed, Sanctified, etc. weapons (there is a short story called Sacrifice by Ben Counter where they talk about how blessed weapons, etc. are made and their rarity… good information) 5. If you have them, use the NPC stats from the Deathwatch or Rogue Trader books for Ascension level DH characters and even these should be tailored a bit. I don't use the Horde Rules, I make them kill each baddie dead (yes, lots of numbers for me but your Primaris Psyker thins the horde quickly). 6. Traps work. People forget that things like a covered pit still catch people off guard when you are not actively looking. With science you can make up all sorts of fun stuff. I love servitors… yes, they are slow and have lower stats but 6 of them with a mix of heavy bolters, multi-meltas and heavy flamers means someone is bound to get hit. Add armour, immune to fear, etc. and they are great to put fear back in a party… oh and those heavy weapons are not really useable by the party when the servitor dies. Same goes for servo skulls with boltguns and flamers (of course GW has the miniatures for all these). The thing to keep in mind about Ascension is that it is Epic. Your players are not taking on a cult cell, they are taking on the Fortress of Evil. Look at the NPC examples given in Ascension, one is a planetary governor. Also, the normal person is afraid of the Inquisition, Assassins, Psykers, etc. so if the party comes out blowing things up, people hide… investigations become harder because people stay hidden, bad guys run away (yes, let them get away and they can come back again or you can let the Calaxian Conclave remind the party of their failure… too many failures and they might suspect the Agents are Heretics themselves.) Let your players know that Ascension becomes less of about combat than basic DH and more about intrigue and politics. My party upset an Inquisitor Lord who wanted to capture Haarlock and his secrets instead of banishing him to the nether which the party did in the Haarlock Legacy. They make Influence tests that "pass" and my Inquisitor Lord makes Influence Tests (yes, I actually roll for him) to block their access to things… not to mention he sent his own Vindicare Assassin who shot and "killed" the Interrogator. Also, after completely the Apostasy Gambit trilogy there are Ecclesiarchy and Imperials who think the part killed St. Drusus and zealots never forgive… or even listen to explanations. Note: GMs play different ways, players have different attachments to characters but with the ability to burn Fate points to "escape death", I feel if you are not "killing" a player character from time to time (esp. when they do something really brave… i.e. dumb) then you are not doing something right. No matter how powerful they become, they should fear death. It is a dangerous universe, people die. All of my characters (but 1) have some sort of cyber limb (or lungs) because the Critical damage killed them and they Burned a Fate Point to survive it … yes, they lived but usually at a cost. Also, Do Not Forget Insanity and Corruption. At the Ascension level, even with Jaded, characters should be worried about Mental Disorders and Mutations. They have seen some serious **** and it should always leave a mark. (My party's newly minted Inquisitor has 81 Corruption… the Ordo Malleus NPC is a Puritan and refuses to deal with him and the party's Holier-than-thou-art Death Cult Assassin is inching closer to sacrificing him in the name of the Emperor). Wow, sorry so much, but hope it helps. -Cynr
  13. Cynr

    What's next?

    Any word on what is next for Dark Heresy? Or did I just open another thread about what people would like to see next? -Cynr
  14. Read about the Salamanders, who appear to go even beyond the Ultramarines to go above and beyond to help humans, not just mankind. I agree, Blackthorne has a pretty broad explanation that fits well. -Cynr
  15. The games will be registered through GenCon, so sign up as usual. I am going to stick with 5 players (Space Marine demi-squad number) so people with generic tix will be appreciated if someone signed-up doesn't show up. -Cynr @computertrucker: Funny, I just finished a Ultramarines Devastator with a lascannon, complete with U shoulder and U & skull backpack banner. :-)
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