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Eldartank

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  1. Thanks for the comments, everyone. Based on your suggestions, I decided there won't be any Untouchable Grey Knights in my game world. And as I said to "Covered in Weasels," the only time the Grey Knights will make any significant appearance in my campaign is when the players themselves are playing Grey Knight characters during interludes where the Grey Knights have to be called in to deal with something that the Acolytes can't handle. This will also be my excuse for my group to occasionally have fun for a couple game sessions playing super-powered characters. It will also prevent super-powered NPC's overshadowing my players when they are playing their Acolyte characters. Incidentally, I thought it interesting that a couple of you mentioned a normal Space Marine being an untouchable. I am taking part in a campaign (involving Deathwatch and Ascension-level Dark Haresy characters) run by a friend where my character is an Untouchable Space Marine. Because of his unique status, he has been permanently seconded to the Deathwatch.
  2. Thanks for the suggestions. The way I'm running my game, whenever the Acolytes are in a situation where they have to flee and their Inquisitor has to summon the Grey Knights, the characters themselves will be playing the Grey Knights. Basically, every so often, I will have a couple game sessions where the players play their Grey Knight characters to deal with the situation for which the Inquisitor called on them. After the Grey Knights complete their mission and report back to their ship, the group will go back to playing their Acolyte characters. So there will never be any over-powered NPC's outshining the characters. And the group will get to have fun with the occasional interlude playing super-powered characters.
  3. I'm not sure if this belongs in the Gamemaster section or here, so I decided to try posting it here. What do you think of a Grey Knight that is an Untouchable? Although a Grey Knight with no Psychic Powers would be odd, he would have the benefit of being immune to any Psychic Powers or Warp effects, making him really powerful against Daemons. Is this idea too outrageous or too outside the scope of the fluff/storylines? I was thinking of having such a character as a recurring NPC in my Dark Heresy campaign when my group eventually gets to the point where they will be occasionally dealing with Grey Knights, I would like your thoughts and opinions before deciding. If such a thing were possible, how would Nemesis Force Weapons (and other Grey Knight specific gear) function in the hands of a Untouchable Grey Knight?
  4. Radwraith said: Eldartank said: From what I've seen, there don't appear to be any specific "ranks" for characters in Only War. You just buy whatever Skills/Talents/Stat Increases you are able to, the only restrictions being that some of them need certain prerequisites (like needing another skill first, or needing a certain stat at a certain level, etc). And the cost is based on how many of the Aptitudes you have for that specific Stat/Skill/Talent. It is still relatively easy to compare your Only War character to a Dark Heresy character - Just look at the Experience Points you've already spent on your Dark Heresy character, and he will be equal in rank to a Dark Heresy character who has spent a similar number of points. One more thing to add - I assume that in Only War, both Specialist and non-Specialist characters are assumed to have spent 600 points when character creation is finished, even though non-Specialists get 600 points to spend and Specialists only get 300 points to spend. Specialists already have extra abilities to start with which would explain why they only get 300 points to spend starting out. Just a quick note here; It says in the sidebar that an OW char. is the (rough) equivalent of a 2000 pt DH character. Thanks for the info.
  5. From what I've seen, there don't appear to be any specific "ranks" for characters in Only War. You just buy whatever Skills/Talents/Stat Increases you are able to, the only restrictions being that some of them need certain prerequisites (like needing another skill first, or needing a certain stat at a certain level, etc). And the cost is based on how many of the Aptitudes you have for that specific Stat/Skill/Talent. It is still relatively easy to compare your Only War character to a Dark Heresy character - Just look at the Experience Points you've already spent on your Dark Heresy character, and he will be equal in rank to a Dark Heresy character who has spent a similar number of points. One more thing to add - I assume that in Only War, both Specialist and non-Specialist characters are assumed to have spent 600 points when character creation is finished, even though non-Specialists get 600 points to spend and Specialists only get 300 points to spend. Specialists already have extra abilities to start with which would explain why they only get 300 points to spend starting out.
  6. Eldartank

    Comrades

    Thanks, everyone, for your input. I read the rules in further detail, and discovered that Comrades are (rules-wise) basically "buff bots" with no statlines, that can give you certain improvements or bonuses when you issue them certain orders. They can't even be targeted unless the GM rolls doubles, and even then, the player can use his own reaction to "dodge" for the comrade, simulating the character pulling his buddy out of harm's way or something like that. If they are hit once, they count as wounded, twice and they are seriously wounded, and the third hit automatically kills them. Although as GM, I would put in some rule to discourage players from simply using Comrades as "meat shields," and some of the roleplaying suggestions posted here sound good. Another idea is to give Comrades some extra abilities over time (perhaps even making them able to fire their own weapon), and then if you lose a Comrade, the new one starts without any of those abilities you accrued on your previous Comrade. That would encourage players to try to keep their comrades alive. And of course, in those rare instances where the Comrade is seperated from the group for some reason, the GM can always use the generic NPC Guardsman stats from the back of the book when needed.
  7. Thanks to the moderators for getting rid of all those extra postings!
  8. Eldartank

    Comrades

    MILLANDSON said: Eldartank said: I was thinking about some of the hassle and confusion that might arise out of the "Comrade" rules in Only War. I think the easiest and quickest way to generate a Comrade for your Only War character (for those classes that get a Comrade) is to simply use the statistics for the generic Imperial Guard Trooper NPC on page 372 of the main rulebook, give him the Aptitudes of a Weapon Specialist (for the pupose of raising stats, talents and skills), and then randomly generate a name and demeanor as per the game rules. That would provide the character with a suitable Comrade without having to go through the hassle of generating a whole other characer after you've already made your main character. I think I will use this when I run my Only War campaign. I believe that's the way the book tells you to do it, actually - your Comrade isn't an additional generated character, you just use the generic Trooper NPC. The rule description seemed rather vague to me, and a couple others I spoke to seemed to have the same problem. But then, perhaps I'm as literate in game rules as I am in operating my computer (notice my accidental multiple postings of this topic) Anyway, thanks for your input. And my apologies for the multiple postings.
  9. Hello, everyone. I apologize for my multiple postings of the "Comrades" topic. My computer froze up and went haywire, and when I finally got back here, I noticed that my topic was posted multiple times. Again, I apologize for this, and assure you that I did not intend to spam, troll, annoy or otherwise disrupt this forum.
  10. Eldartank

    Comrades

    I was thinking about some of the hassle and confusion that might arise out of the "Comrade" rules in Only War. I think the easiest and quickest way to generate a Comrade for your Only War character (for those classes that get a Comrade) is to simply use the statistics for the generic Imperial Guard Trooper NPC on page 372 of the main rulebook, give him the Aptitudes of a Weapon Specialist (for the pupose of raising stats, talents and skills), and then randomly generate a name and demeanor as per the game rules. That would provide the character with a suitable Comrade without having to go through the hassle of generating a whole other characer after you've already made your main character. I think I will use this when I run my Only War campaign.
  11. Thanks for the suggestions, everyone! All very useful.
  12. I have been running a Dark Heresy campaign for almost a year. In my last adventure, the Acolytes were sent to the area near Hive Tenebra (the abandoned hive city) on Scintilla to investigate sightings of daemons that were killing people at nearby settlements. What they uncovered was a Serrated Query experiment gone bad, with the captured Tyranid subjects having escaped and killed the Serrated Query researchers and then spreading out into the nearby jungle. It was lots of fun. I made up the stats for the Genestealers and Lictor just before Creatures Anathema came out, and my stats were surprisingly similar to the book, so I only needed minimal adjustment to bring my creations in line with the book. There was also a second encounter with Akirvas, the Dark Eldar from the book adventure, and even though I made him more powerful, the Acolytes got some extremely lucky shots and killed him before he could escape. The climax of the adventure was when the Carnifex showed up, and the Acolytes were saved just in the nick of time by a squadron of Valkyrie gunships that were sent in by their Inquisitor. Then there was the sad and shocking scene where the Inquisitor had to shoot the young girl the acolytes had rescued because she had been infected by a genestealer and the implant had been in too long to be able to save her. And one of the Acolytes got beaten unconcious and then mind-wiped for trying to negotiate with the dark eldar (the Inquisitor was in an extremely forgiving mood that day). Anyway, I digress. In my next adventure, I plan on having the Acolytes stumble into a Necron tomb. Does anyone have any suggestions for making up stats for them? I plan on having Necron Warriors, Scarabs, a Wraith and maybe a Pariah or two (yeah, my Acolytes are pretty well equipped and high level, and I want to give them tougher challenges).
  13. I'm pretty certain that Psykers didn't even have to make any tests, they automatically felt the warp signature of the drug and would be repulsed by it, therefore making it impossible for a Psyker to get addicted to farcosia. That's how I pretty much ran it in my campaign.
  14. I was greatly impressed with Creatures Anathema, despite the fact that there isn't a massive amount of creatures like in a D&D Monster Manual. I am really happy with the inclusion of a Genestealer and a Lictor. I'm running a campaign, and my next adventure takes place after the 3 adventures in Purge The Unclean. The acolytes will be encountering Tyranids (which I had in my own designed adventure before Creatures Anathema was released). What I really like is that I originally designed my own stats for Genestealers and Lictors, and the official stats in Creatures Anathema are not too different from what I designed. The stats from the book are better than my own, but close enough that I didn't have to modify my pre-written adventure too much (The acolytes will be dealing with only ONE Lictor that constantly harasses them throughout the adventure, rather than 3 seperate Lictor encounters like I had originally written). I also had to reduce the number of genestealers a bit. The cool thing about this game is that I get to use my Warhammer 40,000 miniatures often, which makes the game that much more visually appealing to me and my group.
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