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Leogun_91

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  1. Like
    Leogun_91 got a reaction from pearldrum1 in Dark Eldar Motivations (Adventure Prompt Help)   
    Another simple reason for the Dark Eldar to flee at that moment is the most obvious one. They don't want to face the mothership without the chaos forces having weakened it (or even that they don't want to face it at all). 
    Or if you wish them to be even more nefarious you can have them having planned for the Tau to turn up there, they then leave to raid the places that now are unprotected by the diverted mothership.
  2. Like
    Leogun_91 reacted to Erathia in Helping choosing next discipline   
    Note that this use of Voidfrost allowed our Astropath to capture some intact Hrud specimens by freezing them solid, whereas since they normally dissolve upon death. It was quite a valuable source of profit factor that he argued for.
  3. Like
    Leogun_91 got a reaction from Erathia in Helping choosing next discipline   
    Yes dealing damage is more effective at killing than causing fatigue but defeating through fatigue allows you to capture the target alive. Apart from the standard "lets interrogate him" this allows you to sell living xenos or beasts, a profitable endeavour. Slowing and binding enemies (also possible with the discipline) helps with this too. 
     
    Soul Ward (Navis Primer) might be the most effective in combat but only if you are aiding good warriors on your side (arch-militants and xenos espesially). 
     
    Still if you wish a more lethal combat boost there are options there too. Theosophamy (Into the Storm) is great but a bit limited in what you can affect, still you can just specialise your telepathy for damage a bit and bring our theosophamy when your buddies encounter a daemon. For a simple damage arsenal Telekenesis will also do and might be what you are looking for.
  4. Like
    Leogun_91 got a reaction from Decessor in Dark Eldar Motivations (Adventure Prompt Help)   
    Another simple reason for the Dark Eldar to flee at that moment is the most obvious one. They don't want to face the mothership without the chaos forces having weakened it (or even that they don't want to face it at all). 
    Or if you wish them to be even more nefarious you can have them having planned for the Tau to turn up there, they then leave to raid the places that now are unprotected by the diverted mothership.
  5. Like
    Leogun_91 got a reaction from pearldrum1 in Dark Eldar Motivations (Adventure Prompt Help)   
    Dark Eldar are well thought of as unappolagetic evil. They know that they are not doing anything good, they know the culture they preserve isn't an ideal one (though it might be truer to the nature of the eldar than their self-denying craftworld-kin or the secluded and backwater exodites). But they won't hold back the feelings that grow strong in every eldar; pain, pleasure, dominance, superiority, excitement, battle. The craftworld kin supress their nature since it birthed Slaanesh, the Dark Eldar refuse to deny their nature and embrace the wickedness they have to blaze bright as they live.
     
    That being said the Dark Eldar are not unreasonable, they often have hidden agendas when they co-operate with others but they do co-operate with others fairly often. They can be found as mercenaries, they can make alliances against a common foe, they can be negotiated with at times. They also still have respect for the other branches of the Eldar, they are the dark-kin for the craftworld eldar but still they are eldar and that makes them preferable as allies over most other species. (which is why they are battle-brother allies in the miniature game).
     
    For their agenda here I would suggest them being allied with Craftworld Eldar to stop a prophesy (concerning Slaanesh) from coming true. Reveal the prophecy in parts to the players and have the dark eldar switch sides seemingly randomly (and eventually bringing in Craftworld eldar in the fray) as they work to stop different parts of it from coming true. This gives some mystery to the combat game and letting the players co-operate with extremely untrustworthy foes is sure to be an interesting scenario. This is of course only an idea and you can come up with another.
  6. Like
    Leogun_91 got a reaction from Decessor in Most blasphemous human societies on expanse (imperial creed or mechanicus)   
    That's not true, there are even examples of it being used by other people. We have examples of shootas and similar being used by others and the mechanics for those weapons are understood. Ork weapons tend to be crude but effective with a touch of the illogical, they are not magical belief powered super-tech, it is not even confirmed that ork belief powers anything, we have conflicting sources on the effect of orks believing in something and the latest codices have been intentionally vague on the subject giving a definitive "maybe, maybe not".
  7. Like
    Leogun_91 got a reaction from LoneKharnivore in Most blasphemous human societies on expanse (imperial creed or mechanicus)   
    Ork tech can be reverse-engineered well enough and with a relatively primitive society I could skip the more advanced things like shokk-attak guns and bubblechukkaz. Having never seen an ork before they got in to arguments with the groups weirdboy concerning worship of Gork and Mork with the humans claiming that ritualized non-lethal battles pleased the gods since the lore they had just said that the gods wanted to see battle.
  8. Like
    Leogun_91 got a reaction from Decessor in Does the Imperium of Man develop new technology?   
    New technology is created but rarely and slowly, inovation is not approved by with the Mechanics and much like the dwarfs in Warhammer Fantasy each new invention must be throughly tested and approved though in the Mechanicus case it is due to their religion. Machines are sacred and their creation is very ritualistic and tradition bound. 
    Most new inventions are also not exactly new inventions, they have the same weapon types now as 10.000 years ago, they are more improvements of technology that already exists, a tech-priest could perhaps invent a battle cannon-pattern with a greatly increased range but he would not invent an imperial pulse-weapon or a stasis-gun. So if a player wishes to do "inventions" direct him towards "improved versions of existing technology" instead and just name them as "charactername-pattern equipmentname", preferably with a cool nickname.
  9. Like
    Leogun_91 got a reaction from Radwraith in Does the Imperium of Man develop new technology?   
    New technology is created but rarely and slowly, inovation is not approved by with the Mechanics and much like the dwarfs in Warhammer Fantasy each new invention must be throughly tested and approved though in the Mechanicus case it is due to their religion. Machines are sacred and their creation is very ritualistic and tradition bound. 
    Most new inventions are also not exactly new inventions, they have the same weapon types now as 10.000 years ago, they are more improvements of technology that already exists, a tech-priest could perhaps invent a battle cannon-pattern with a greatly increased range but he would not invent an imperial pulse-weapon or a stasis-gun. So if a player wishes to do "inventions" direct him towards "improved versions of existing technology" instead and just name them as "charactername-pattern equipmentname", preferably with a cool nickname.
  10. Like
    Leogun_91 got a reaction from Face Eater in More Abhumans (An updated supplement of mine)   
    So I made rules for more abhumans in Only War a while back. And I have recently update my old such rules with Longshanks and Pelegar and thought I should share. There are plenty of extra options for Abhumans here ranging from home world options to regiment types to specialists and there is even one Specialist Equipment Option in there.
    If you have any thoughts or requests please let me know.
     
     
    file:///Users/Leogun/Dropbox/40k/More%20Abhumans%20for%20Only%20War.pdf
  11. Like
    Leogun_91 got a reaction from whoseyes in More weapon patter rules?   
    Allright, fixed some such rules for you. 
     
    Here
     
    To a large degree I moved pattern upgrades that worked in several categories so that they could be gained in several categories but I added a few new ones as well. It could easily be expanded upon if there is interest in that. These are just an expansion of the original though and just as with that it should be used with some modifications on the GMs part and plenty of imagination (i.e. think of why it gains that change and fix background around that). 
    For an advanced system I would suggest different categories depending on weapon type (las, sp, bolt, etc) as it is hard to make general rules fitting all with one description.
    Here is an example for creating las-weapon patterns that I made. It is made more for choosing yourself rather than randomizing but it was easy enough to add randomizing rules so I did.
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