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Vulkan He''stan

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  1. I know the awkwardness of Signature War Gear talents has been explained a bunch of times, but I haven't gotten a clear answer on how it applies with the Deed "Right Gear for the Job" on page 85 of RoB. My character is also going to be a Salamander Tactical Marine. Here are my questions. 1) If I am reading it right the Deed allows me to take any of the Wargear listed AS IS listed and I can only upgrade it with acquistion of a new talent. I'm considering either a Combi-Flamer or a Power Sword. If I take this deed, will I need to take the basic Signature Wargear Talent or Signature Wargear (Master)? 2) If I go with my Salamander Tactical Marine, is it possible to have up to 3 pieces of Signature Wargear (basic level) at Rank 1? This is between the above mentioned Deed, The General Space Marine Advance at Rank 1, and the Salamanders' Chapter Advances.
  2. Thank you. It confused me because every game before that had things like this as Elite Advances. It had simply never occurred to me that I needed to reevaluate that.
  3. Role: Player Looking for: Group Type of Game: Online or in person (if possible) Region: Eastern United States Time and Timezone: EST: 5PM to 2AM (lateness depends on if weekday or weekend) Game Style: Mix between Roleplay and Combat Game Preferred: Deathwatch but would play any of the other 4. Comments: Played and/or GMed every 40KRP game except OW.
  4. I've been confused about this for awhile. Are the Advanced Archetypes additions to the standard Archetypes or do they entirely replace them? I've looked at all the Tomes and none have given me a clear answer one way or the other. To give an example, I wanted to make an Alpha Legion Sorceror for a game, but just before it started up Tome of Fate was released. I thought Sindri Myr was a pretty awesome character in Dawn of War so I had wound up combining the Starting Archetype, the Chaos Sorcerer with the Advanced Archetype, the Alpha Legion Chaos Space Marine. The game is over, so it's a moot point, but was it against the rules to do this? My character certainly had some extra tricks but he never felt terribly overpowered compared to the others were doing.
  5. @Sebastian Yorke: You nailed it for me. I have no inherent problem with melee. It's just that with the way my group has been playing the various 40k games, it frustrates me for two reasons because they often charged into melee in spite of all common sense. Our brave Rogue Trader charging into a pit with Chaos goo possibly forming a portal and already had three Daemonettes in it. This was despite the fact that we had a ship in orbit that could purge it with a 'Sanctified' Lance strike as well as an armed shuttle flying around, piloted by my Void-Master. There's also the aforementioned Avatar of Khaine, where my Explorator could never use either his Best-Quality Ryza Plasma Gun or Heavy Bolter armed Servitor because there was always at least one friendly body in any Line of Sight my character could draw, the Avatar of Khaine being the worst example. "Guys...why are you charging the flaming statue of death with a sword big enough to chop a tank in half?" All those people getting in my way in spite of common sense? That certainly would leave anyone who likes using a gun with a bit of lingering animus.
  6. In almost every 40k RPG game I've been in, I've tried to make Ranged characters either because he had to be built that way to do his job (my Voidmaster who was the ship's Master of Gunnery) or had no real business being there (an Adept I played in DH1). However, I was rarely able to take advantage of any of it largely because my player group seems to be smitten with melee combat. It was impossible to use a Heavy weapon or even go Full-Auto with an Autogun because there would always be a friendly body in my line of sight trying to stab any and all targets, even ones you have no business being in melee with like an Avatar of Khaine (yes, really). So I have to ask, is a Melee build that much better overall than a Ranged build?
  7. Hello, everyone. I'm a Gamemaster with some experience running short campaigns and one shots. I want to run Rogue Trader but am running into a problem as how to structure my campaign. I am having a difficult time figuring out how to design my campaign to play to the overall theme, but not overwhelm myself writing adventures that won't get played or being forced to railroad them onto something that does not interest them. I get my inspiration from a lot of places: Captain Harlock, One Piece, Firefly/Serenity, Pirates of the Caribbean, classic pirate stories, Assassin's Creed 4 Black Flag, and many more. Do you have any suggestions on how to write it the story in such a way to give the campaign the right balance between freedom and order?
  8. I would suggest letting him know about the options that come with Craft (Armorer). I played an Explorator and wielded a Best Qualithy Ryza Pattern Plasma Gun with Multi-Scope and a Best Quality Omnissian Power Axe and boosted my BS. The player might not be able to do as much damage as the Arch Militant, but s/he can put down plenty of pain with some thought.
  9. We've all had situations where more than one skill check can possibly lead to the information you need. As a GM, how do you handle it? I'll give an example. Let's say the Explorers want to find out about a group of Eldar pirates operating the area. The skills that I see applying are Common Lore: Expanse, Forbidden Lore: Pirates, and Forbidden Lore: Xenos. Let's say someone has all of these marked as Trained. Is there a published rule or is it considered GM fiat? If GM fiat, how do you handle it? Let them roll up to 3 times? Roll once with circumstance modifiers? Addition question, if the tests for separate rolls differ in difficulty, do you tell them which will be easier or harder?
  10. Thing is, there's this bizarre presumption that the Eldar are the "nice" aliens, and thus get on well with humans and make appropriate allies, etc, etc. It's the whole "Looks somewhat like a LoTR Elf" thing, as best as I can tell - people seem to expect the Eldar to be like Legolas and Elrond. That and the "they look almost human, so they must be OK" thing. Frankly, I don't buy into that. From a human perspective, the difference between the capricious, arrogant and ancient point-eared aliens, and the capricious, arrogant and ancient pointy-eared aliens with blades all over their armour... is that the latter can literally eat your pain. The Eldar don't conveniently divide into 'naughty' and 'nice'. Craftworlders are isolationist, and tend to be variously manipulative and/or militant with regards to what they regard as 'lesser species' (ie, everyone that isn't them). Outcasts - pirate princes and rangers, who so many regard as 'ideal' - are mercurial creatures driven by whim and wanderlust, as inclined to genocide as diplomacy, and for reasons no greater than 'because I felt like it'. Eldar as a species are the creatures who created Slaanesh, and every excess and depravity that Slaanesh embodies... the Eldar can imagine, and are capable of. Their bloodlust and savagery in battle is a potentially addictive experience, even for the ascetic and ultra-disciplined Craftworlders. Even the 'noblest' of them are high-functioning sociopaths at best and downright psychopathic at worst, and may vary between the two at a moment's notice. And, by and large, they regard humans as quick-breeding vermin who defile all they touch and possess a particular vulnerability to the influence of The Great Enemy. The Dark Eldar are, at least, honest about what they are. I wrote the rules for Dark Eldar player characters (well, the Kabalite, and the basic Dark Eldar species rules, plus the armoury and bestiary in that book - the web enhancement were done by someone else. I wouldn't have agreed to do that if I didn't believe they were a feasible match for a Rogue Trader group. Of course they're not a fit for every group... but then, depending on how your group plays, there are options in the core rulebook that aren't appropriate for every group (you try fitting a Missionary into a decidedly impious group). N0-1_H3r3, thank you for writing this up. I originally had most of the same misgivings about allowing Dark Eldar characters as many others. I had felt that it would be like the fable about the Fox and the Scorpion crossing the river. I do have one issue with your justification. You say Dark Eldar are a better fit because they're more 'honest about what they are'. I'm under no illusion that Craftworld Eldar, Exodites, Corsairs, or Harlequins are 'nice' by any measure. My question is why other Eldar kin are incapable of controlling their urges where Dark Eldar are capable? Corsairs and Craftworld Eldar on the Outcast path are acting much the same as the Dark Eldar, though they receive no sustenance from it. Can't they act in pure self-interest same as the Dark Eldar? What prevents them from working with a Rogue Trader group out of a similar self-interest?
  11. I wound up doing this for him if you all are curious. He can wield his Bolter as a club (1d10+SB Pen 0 Impact) or fire a single shot in melee. All penalties and bonuses apply as they normally would. Also since it was mentioned earlier, I switched Lore:Codex Astartes with Lore: Da Natura Belli (the collected wisdom of Leman Russ).
  12. Changing his specialty is not an option at this point as the campaign (I am the GM) has started and he likes the character overall. Although, two weapon fighting is one way to do it, I've been wanting to look at other melee talents. I also need some clarification on what kind of penalty he will be going against. If he uses two melee or two ranged weapons without TWW, the penalty for both will be -10, and he will be making both attacks at -10. It will also be the same if he attempts to have one ranged and one melee weapon without both TWW talents and will be going at a -10 on both. Is this right? I've read both the Rulebook and the FAQ as well as searched the boards and can't find a definitive answer.
  13. He does have his Bolter and happily uses it. He just wants to be able to perform in melee much like a Grey Hunter would on the tabletop. I'm just trying to figure out if there are any melee talents he can take to reflect this earlier than Rank 5.
  14. I recently started a campaign and have a Space Wolf Tactical Marine who would like to get a bit closer to the fluff. He wants to be able to get stuck in with bolt pistol and close combat weapon when the melee closes with him. He doesn't wish to do the Assault Marine's job so much as be a propert Grey Hunter. although he has the Two Weapon Talents available, they're at Rank and 7. He wants to be able to be better at close combat soonish. Now my understanding is that if he attempts to dual wield a pistol and a close combat weapon, he will be at a -10 for both due to not having the two talents. Are there alternatives that he can take at Rank 4 or sooner?
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