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About kjakan

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    , Norway, Norway
  1. This was what I was looking for. To the top! -K
  2. We've been taking a crack at this game, and it whooped our butts, even on Easy mode. What got us stumped the most was probably our poor dice rolling in the early rounds, causing significant delays to tech development and the untimely loss of our base defense and mission soldiers - not total wipe-outs but significant setbacks none-the-less. Over the course of the first few rounds the skies filled up with UFOs, the barracks were getting empty out and the funding was running out. Eventually too many continents were panicking and the game ended. I realize we need to take a more professional approach to this game: it is not forgiving or lenient to the casual player. From the reviews I gather the game is popular, so I must assume that there is not one but many ways to improve ones chances to beat the alien invasion. Feel free to share your wisdom! Edit: Then again, this topic seems relevant: https://community.fantasyflightgames.com/topic/133757-has-anybody-won-yet/
  3. Indeed, but that sort of directive is usually laid down in one of the mission's secondary objectives.
  4. The Space Marines should typically endeavor to complete their mission. If the mission can no longer be completed (the target of the rescue is dead) or the mission preconditions prove false (the target is not on the base, it was just an elaborate trap) then aborting the mission is the proper cause of action. -K
  5. So the best way to include a female space marine is to rub it in the players face that their character is a mistake? Personally, I don't foresee any problem with making a regular space marine character and writing on it an "F" for "female". Call it an alternate universe where the Space Marine chapters are made up of men and women whose sole interest is earning glory by killing the enemies of man-kind. -K
  6. There is a scene in the Eisenhorn trilogy where a White Consul Space Marine places himself in harm's way to protect civillians. The circumstances are unusual in that these Space Marines were present at an official function, with lots of civillians around, that suddenly turned violent. It seems to me that Space Marines usually interact with other military personell, or higher-ranking civillian figures. The latter tend to either be very safely guarded, or very dead. Sure, Space Marines may encounter civillians on the field of battle, but either there is no appreciable danger and the Space Marines need to get busy and find some other trouble, or the situation is already dangerous and coddling the civvies is lower on the priority list than is killing rampaging Tyranids.
  7. miho said: With PR 7 Smite would hit 7 + 1W10 Targets and it would do 7W10 DS7 dmg 1W10? Why the "W"? -K
  8. Alekzanter said: …what bothered me most was the Size Modifier Table and the assumption that Hordes are, well, abtract, undefined "blobs" that cling together… I figured the Size modifier to represent the chance that an attack against an individual in the Horde might hit a guy behind him instead. The additional hits from degrees-of-success represent how the attacker have multiple enemies within reach. It is true that this works best if the Horde consists of tightly grouped individuals, which makes sense for a group of desperate individuals banding together for mutual support when faced with a Space Marine. I wouldn't call them stupid, but rather ignorant of how the Horde rules work. -K
  9. Adeptus-B said: Do you think it will 'read' more interesting to players to face five Hordes of mixed xenotypes, or should I just go with one Horde of Orks, one Horde of Kroot, one Horde of Enoulians, one Horde of Loxalt, and one Horde of Scythians? The latter certaily gives a better impression of a mixed Horde. Averaging out the characteristics of the Horde troopers and their weapons seems a bit bland, but should work. An alternative is to keep all the characteristics distinct, and instead make a quasi-random table to determine what type of alien menace is performing the action, e.g.: Ork Scythians Kroot Ennoulian Kroot Ennoulian Ork Scythian Scythian Kroot Ork Ennoulian Each time you need the Horde characteristics, such as when it takes a hit or takes an action, start by picking one alien at random and use it's characteristics. For the next instances pick the next aliens on the list. At the end of the list, loop back to the beginning. For example, when the Battle-Brother's are attacked in close combat the first may get attacked by an Ennoulian, the next by an Ork and the last by a Scythian. -K
  10. A Horde gets to make one Melee Attack action against each enemy within melee range, and it gets to make one Ranged Attack action plus one additional attack action for every 10 points of magnitude. If the unit contains a mix of weapons, then I don't see any problem with resolving each attack with a distinct set of weapons. However, bear in mind that the Horde damage bonuses improve due to the size of the Horde. It seems unreasonable to add +3d10 damage to a single plasmagun attack that represents the Horde's single plasmagun specialist! It may perhaps be better to treat specialists as individual characters in the Horde. As a rule of thumb, these character's move along with the mass of the Horde but take their own actions. They can be singled out from the Horde with a Called Shot. Apply an additioal penalty to the attack roll requal to the attack roll bonus for the Horde's size: The bigger the Horde, the harder it is to single out one individual. -K
  11. It seems to me that this works best for a non-structured mission, one that could essentially work as a mix of random and predifined encounters. The main benefit I see here is that hte Kill Team can call it quits early with regards to Kill Marker objectives without having to grind through each and every available encounter. It also gives the players the opportunity to decide for themselves how to achieve their objective. On the down side, it means the GM may find himself preparing more content than is actually used. -K
  12. herichimo said: Amazing how one tiny "ret-con" could have such a major effect on established background, isn't it… Good job Matt Ward. I don't see this effect on the established back-ground. Still, the current Necron codex sucks a big, fat donkey rooster. Matt Ward: Stop writing, you're just no good at it. -K
  13. Can anyone describe how they use Kill Markers in their campaign? -K
  14. In any kind of roleplaying game, all it takes is for one or more guys to put together an adventure and for everybody to join in as a player. You can have all the mystery and surprises that make up a normal role playing game session, except that some players are "in the know". For example, Andy has an idea for a mission where the Kill Team needs to extract a number of important dignitaries on a planet that is being invaded by Chaos forces. He makes note of the following main sites: The Landing Zone where the Kill Team starts the mission The Aministratum HQ where the Kill team must rescue the planetary governor. The Ecclesiarchial Cathedral must convince the arch confessor to leave his flock and carry the fight another day. The Mechanicum Forge where they must detach the Tech Magos from his control node. The Extraction Zone where the Kill Team must fight off hordes of enemies while their Thunderhawk is inbound to pick them up. For each site he draws a map and adds some enemies for the Kill Team to fight: a group of servitors at the landing site, crazed mobs at the administratum and so on. He also prepares a number of "roaming enemies" that are added to whatever rescue-site the players happen to be visiting last to represent the invading forces responding to the presence of the Deathwatch. Finally he defines the mission objectives and works out a requisition rating for the mission and the game is ready to play. The challenge, really, is adjudication. The idea of each player controlling a group on enemies is good - I'd look into that since it gets all the players involved. -K
  15. I get that you want to take the player character's out of the 30's segment, but you're still going to have to deal with some players that manage to roll 50 for some characteristics and other players that do not. I don't know if you consider "player stat envy" to be a problem or not. If you do, a suggestion: Each player gets to pick one "primary" characteristic for his character that gets set to 50, and rolls 1d10+39 for the others. This means the player has one characteristic that is sure to break the 50-mark, and with any luck he can get one or two more with his chapter bonuses, while the rest remain in the respectable 40's. -K
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