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Lucifer216

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  1. I asked Dan Abnett about this after being a bit non-plussed by the overall quality of the Ultramarines Movie. He said: "The Crozius - GW let us play with that. Their attitude is that the WH40K Universe has more variation and possibilities than can be expressed within the framework of the game rules. In the novels and films, we can do things you can’t do in the game. It’s a BIG Universe."
  2. Well…. It depends. If you are a relative newcomer to 40K, then you will get a lot more of it than a grizzled veteran. Most of the background feels like a slightly reworked version of what's come before and while the stuff on the Lathe Worlds proper is solid, I think the book as a whole is vastly let down by the fact that it fails to discuss the culture of the Adeptus Mechanicus. Effectively, the feel of the whole book is pre-Titanicus/Mechanicum/Priests of Mars, with no real references to the Noosphere (think the internet hybridised with augmented reality). I think this is a real pity as any supplement for a roleplaying game on a particular should go deeper into the typical mindsets of its members than novels that have been out there for several years. I appreciate that this could be a general criticism of the FFG 40K gamelines, which effectively repackage existing 40K background and only expand it narrowly within the context of the setting of each line and provide RPG rules, but it did feel a lot more glaring to me with this supplement, than with the others, particularly as the Adeptus Mechanicus so rarely get put under the spotlight. There is also little discussion of scrap-code or systems to add depth to hacking attempts. The book definitely works in providing players and GMs with more detail about the setting, but comes short when it comes to giving them ideas about how to roleplay Adeptus Mechanicus characters in a distinctive fashion. For example, in Titanicus, there is the following exchange: "Macaroth will be pissed off with us, won't he?" Crusius halted and looked down at his famulous. "Of course he will. Additional: where did you learn a phrase like that?" Sonne shrugged. "I… I don't know." "Pissed Off. That's very earthly. Very Imperial. What's the rule?" Sonne sighed. "We of the Mechanicus prefer cant and system code imagery to biological ones." "So?" "Macaroth will be very error shunt abort with us." "Better." It wouldn't have taken much effort for the authors to have had a quick flick through the existing Black Library novels dealing with the Mechanicus and try to provide general rules of thumb, such as the above to help players and GMs give some depth to their roleplaying experiences. It's not without this sort of thing doesn't have precedent in roleplaying games. Most White Wolf game lines have a lexicon at the front with terms and slang that characters regularly use, while the Buffy: The Vampire Slayer game line has an entire section devoted to Buffy-speak. On the other hand, the sections dealing with the Lathes are done very well, with memorable and well thought out factions and alternative career ranks. One minor quibble I have is that at times the book feels oddly structured, with certain sections feeling like they should have been amalgamated. For example, on p.21 we have sects of the Calixian Mechanicus and then on p.78, we have Power Factions and Sects (of the Lathe Worlds).
  3. I have exactly the same issue. As it is a web-only publication, is there any chance that someone at FFG could see to it that these boxes are changed to be a bit more readable, please?
  4. If people are in London, UK and are looking to play 11th Hour on Free RPG day, I will be running it at Leisure Games from 9:30 am this Saturday.
  5. Personally, I''''m really in two minds about that preview. On the one thing, I think they''''ve completely nailed what a Thousand Sons PC should be in game terms, from a background perspective and it is a good compromise between their implied age (hailing from the Scouring at a minimum). On the other hand, when you look at the starting careers in Black Crusade, it is an absolutely massive leap in power levels. In every possible way, The Thousand Sons Sorceror beats the generic Chaos Space Marine Sorceror into a pulp in terms of crunch. While admittedly, the latter does have the option of eventually taking Exalted Powers, Tzeentch powers are not to be sniffed at and this advantage (if it is an advantage) only would manifest itself late in the campaign if at all. Without reading the whole book (there might be a chance that the Thousand Son career along with other new careers comes with a blanket set of penalties, such as less starting xp, no selection of passions, possibly starting derangements), it''''s best to withhold final judgement, but I had hoped that PC power creep was something FFG was moving away from (it''''s particularly noticable in Deathwatch with each supplement adding new abilities, which when combined with the old ones make it very easy to build characters capable of feats well beyond what even a Brother of the Snake style Space Marine should be capable of).
  6. Surely the Orks have the Celts covered, even down to covering themselves with blue paint?
  7. I would love a pack of cards with all the Dark Heresy monster/NPC profiles printed so far on. It would make things a lot easier for GMing purposes...
  8. Sorry to drag things back to the Assassin issue, but how do you guys think the Feint action should interact with the Temple Assassin's ability to dodge anything? Given that Feint seems to give a flat "cannot", I would have thought it overrides the latter ability, allowing Vindicare Assassins could be countered relatively easily by an adversary or Horde with high weapon skill and a willingness to Feint first and stab later....
  9. All of them have plenty of fate points. If all are forced to burn, I will have some Grey Knights teleport in and save the day. To be fair, the party has slain pretty much everything I've sent at them with laughable ease. One other idea I'm toying with is for all four types of Greater Daemons to show up at once, giving the party a chance to manipulate them into fighting each other, at which point, they get to fight the hopefully weakened victor.
  10. Hi there, I could use some advice. We've almost gotten to the End of the Emperor Protects and afterwards we'll be switching to Black Crusade having utterly slaughtered everything in their way, there's a great opportunity to finally give the kill-team a proper challenge and the pre-generated adventure says that a full-blown warp incursion isn't out of the question. I want to pit them up against at least one Greater Daemon. How do you think the following would fair against a Bloodthirster? It would probably start by charging the Librarian (Khorne hates witches after all...) All Rank 4 Blood Angels Assault Marine - Chainsword, Mastercrafted StormShield Raven Guard Tactical Marine Sniper Dark Angels Devastator with Autocannon Storm Lord Librarian with Multi-Melta Flesh Tearer Apothecary with Chainsword, Mastercrafted StormShield Iron Hands Forgemaster with Artificer Armour, Heavy Bolter, Power Claymore Should I be including the Bloodletters or is that overkill?
  11. I've found Compel and Machine Curse so overpowered that I've had to ban them. The main issue is that it severely restricts the adversaries that a GM can throw at them and if you're running a pre-written adventure, you can't just replace Alpha Legion Chaos Space Marines with Slaugh. A related problem, the GM can't just use a bigger stick without the game shifting away from the established narrative. Tau? No challenge. Orks in Mega armour? No Challenge Dark Mechanicus? I have had fights with a full squad of Chaos Marines turn into a joke, where they mindlessly hit each other while being slaughtered by the kill-team. A massively upstated Ork Warboss spent most of the fight twiddling his thumbs thanks to compel and would barely have been able to move, unless I ruled that his weapons and armour were effectively warded, due to sheer Orkiness. Also if you were to try to deal with these powers by including a psyker among the opposition, any reasonably intelligent Kill-team would just gun the pskyer down and then let their Librarian do his thing.
  12. Of course, you could always play a Necron Lord as a inflitrator, in that he/she/it would be fully clothed in false flesh and would try to avoid doing anything obviously beyond human potential when the crew could potentially witness it. Alternatively, given the incredible science at their disposal and the massive inflitration of Imperial society implied in the events of Xenology, perhaps a Necron Lord could get a new body prepared, which aesthetically looks like the sort of cybernetic body an augumentist might go in for?
  13. Blood Frenzy is overpowered when its being used by a character with a tearing weapon and Flesh render and multiple attacks. The ability has three discrete elements: 1) RFing on a 9 or 10 2) The ability to reroll the damage dice 3) An modest bonus to Pen. Consider the following scenario: You're rolling three dice (1 base, 1 tearing, 1 for Flesh Render) and picking the best result while righteous furying on a 9 or 10. If none of the dice come up as 9 or 10, you just reroll the damage. If you RF, you get to repeat this, often resulting in a massive chain. On my old character, I once did 216 damage in one hit. I've nerfed the ability down to once a game session and hard-capped the damage to double the maximum possible without RFing, but its still pretty nasty, especially as a canny player doesn't trigger it until he's charged on the previous turn and can go full blend for two rounds (at rank 4). The extra penetration is just icing on the cake. Good point about the Force Dome. I guess I need to enforce rules as written more tightly. Part of the problem is that somethings are strangely arbitrary (but work from a balance angle). For example, it seems odd to me that a massively strong, cybernetically enhanced Techmarine, couldn't design an Assault Cannon that he could use in his custom Artifacter Armour or that a Librarian couldn't alter the size of the force dome he's casting.
  14. Hmm. Although I think Deathwatch has at its core, a great representation of Space Marines, it runs into severe balance problems very quickly. Too many things add up to mean that almost all combat encounters are trival. For example, my current rank four Kill Team is going through the Emperor's Protects. Last session, they killed 8 Obliterators in three rounds with barely a scatch. I attribute this to: Three of the characters are toting heavy weapons (the Techmarine Forge Master built himself an assault cannon, the Devastator has an autocannon and the Librarian is walking around with a multimelta) is one. In addition, the Librarian's Force Dome gives the group +20 armour against ranged attacks (when he pushes), the Techmarine can for one round boost his damage and pen on all attacks by his intelligence bonus, which combined with the Assault Cannon = meat pate. Also, three of the characters have invested in mastercrafted Storm Shields. The party includes a Blood Angels Assault Marine and a Flesh Tearer Apothecary, who can use the absurdly overpowered Blood Frenzy special ability (which I've nerfed substantially, but is still still frickking hardcore). It was even more retarded when the Librarian was allowed compel and Machine Curse. A good chunk of the attackers would start beating on the other half and anyone with remotely nasty equipment would have to fight with it disabled. The Apothecary and the Ravenguard Tactical marine are toting Storm Bolters and the latest mission has given every marine 28 vengeance rounds. Oh and the party's favourite use of cohesion is the Strongpoint ability, which gives them +20 to hit a designated target and allows them to reroll damage against it. The target can be changed with the use of a free action. And this game is supposed to be viable all the way up to Rank 8....
  15. Thanks for the comments and the advice. Deepstriker: There is an Iron Hands novel, but it is so god-awful, that you should probably praise the omnissiah that you've not read it. The main character, Iron Father Gdolkin, is best described as an Angry Marine. He is angry all the time and everything another character does, makes him angrier still. For actually decent Iron Hands background, you would need to find Index Astrates: Iron Hands (GW later released the Index Astrates series as two books), an article in White Dwarf and Fulgrim, the Horus Heresy novel, which culminates in the death of Ferrus Manus. AndrewM9: You make a good point. The Imperial Fist psychic powers were very welcome. Psychic powers for the first founding chapters that don't have a Codex of their own (so Imperial Fists, Raven Guard, Salamanders, White Scars) are definitely much needed. What I think would be of great value would be some additional information regarding the Space Marine forces that have joined the Anchilus crusade, their commanders and some GM tips on how to feature fighting alongside a larger Space Marine force. UncleArkie: The Abnettverse is relatively free of Space Marine background, with the exception of the Iron Snakes (a nautical/ancient greece themed chapter, which never reference their primarch by name). It's effectively concerned with the Sabbat Crusade and is great for that region of space and time (it takes place a couple of centuries prior to the "current" date of Warhammer 40K), and is essential reading for Imperial Guard fans.
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