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About feuer_faust

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    Colorado Springs, Colorado, United States
  1. And if you try sometimes, you just might find… you can't get what you need, either. 1st mission for my group is recon to flush out some Eldar scavengers and figure out how they'r egetting planetside in the first place. They will need a satellite map, compass/positioning tools, long-range vox, artillery authorization, a chimera and trailer to carry the squad and their walker…. and unfortunately get none of it. Instead, they got a box of 50 rations, a duffel of dirty uniforms, and a bunch of Ogryn dress uniforms. Ouch. They squirrel away the rations, throw away the dirty uniforms, and proceed to trade the dress uniforms to the ogyrn unit for a ripper gun (they had said 'autocannon', but the Ogyrn had no idea what that was with an Int roll of 99). The ripper was eventually traded for a one-time use of an open-bed towing vehicle caled "The Towed". All in all, good times. Maybe next time they'll actually get the gear they need! How about you folks, any fun stories or good trades?
  2. Hmm, that's sort of what I'm working out, the endgame. Specifically, eventually answering the questions of "What is the Terminus Decree" and "Did it get enacted"? It's possible, however unlikely, that the Grand Master was busy, or killed in battle, or is still trying to get back to Titan to enact the Decree. I think that I can go for a branched ending approach. The marines, beleaguered by enemies and facing annihilation die. Or, they join up with the Tau (or go eeeeviiiil and join Chaos). Perhaps the Decree is part of the whole Starchild thing, and the killteam ends up locating and protecting the newly-reincarnated Emperor on his path to ascendancy. Or maybe they need to arrive on Terra and find the siege is still underway and the Astronomicon is being blocked… or re-routed for something sinister indeed. I think I'll leave the Siege where it is: "A black-armored man led the Siege, and the Astronomicon has vanished." This implies dire things, but doesn't really say much.
  3. Or: Where Were You the Day the Imperium Fell? Now that my group and I are playing some 40k RPG again, I had the desire to a fairly groandiose campaign. I plan to get the "big reveal" off in about a month: I am waiting so long primarily because I have half a group of new (but enthusiastic) players and I'd like to establish a level of "normal" before turning it on its side. I am coming here to not only share what I hope will be a memorable campaign, but for some ideas and advice: I have a good idea of what's going on, but not everything is 100% fleshed out. Here's the current timeline of events, by session, followed by a slightly more detailed discussion of things. Sessions 1-2: The Deathwatch has been making some excellent headway against the Tyranid lately. Between accurate intelligence and recently unheard-of levels of cooperation between planetary governors, the Crusade is actually on a bit of an upswing. The Killteam is en route to handle the as-of-yet unanswered pleas for help against the Tyranids approaching Vanir (the Orpheus Salient I believe). They are dispatched early to answer an emergency call to intercept a Tyranid attack force that has targetted a vital field hospital (unknown to the Killteam, the hospital is vital due to the prescence of Magos Bioligis Mordraut, premier in the field of genetics). With the threat neutralized, the team requisitions supplies and heads for a reported hive location. Upon wiping out the hive (and either fighting or escaping a rampaging Trygon), the marines return to the field hospital to secure Mordraut for extraction. Sessions 3-4: Now the Killteam finds themselves heading to Eulesieum (sp), the shrine world, to deposit MB Mordraut for some task and investigate intelligence that suggests that Tyranids have been seen lurking in the lower levels of the shrine-complexes. An initial foray discovers a genestealer cult that is infiltrating key positions in the planetary defense force, weakening the world to the Tyranid threat. Once the Genestealers are wiped out and the compromised PDF personell sanitized, the Killteam joins with what little Navy is nearby (as well as another small killteam) to meet the bugs in space before they can touch down. If they ran earlier, the Trygon from mission 1 is present on the ship(!). Victory here literally blows away the Shadow in the Warp. Session 5: Which brings us to a fairly sudden turmoil in the warp. The Emperor's Tarot reads Death and Conquest, and the cruiser bucks and sways as its astropath is rent asunder by daemons. This episode focused on a frantic fight to the cruiser's bridge, battling the possessed and daemonic in equal measure. While the ship crashing into the planet is unchangeable, the party's efforts will have a profound effect on the fate of Euelses (sp?) as a whole. The Kill Team's ship, in particular, is invaded by several daemonic leaders whose survival or deaths will play into their efforts below. Session 6: The marines come to in a dingy, barren room. Their only company is a dimming luminator and the hunched form of Magos Biologis Mordraut. By chance or fate, the debris from the cruiser's wreck demolished the medicae facility Mordraut had gone to attend to, and trapped him in a lab with the incapacitated marines. Over the course of nine weeks, he tirelessly learned what he could of marine physiology and managed to keep them in stasis until they could be mended up to fighting capacity again. It's hard to say if Mordraut survives here, as Marines are nice and sometimes wildly angry like that. Either way, escaping the ruin is a work of physical might (hence the trapped bit) and the kill team eventually emerges in a Chaos-warped wasteland. Marines eventuall establish contact with surviving members of the second team, and learn the following: The extermination of the Tyranid menace and the clearing of the Shadow in the Warp was one last motion in a ritual on hundred years in the enactment. Across the sector, worlds were overrun by daemonic infestations on an apocalyptic scale. Heretics and daemons ran the streets, and while many planets managed to hold their own, many more seem to be cut off by warp storms. The second killteam has become an impromptu agitator, rallying who it could to fight the nightmare. Resources are thin, but the daemonic occurences are happening less and less, and escape may be possible soon as Crusade ships are nearing. Extraction from a daemon-infested world will prove interesting. On their way back to the Watch Station Erioch for questioning… the light of the Astronomicon goes out. ----------------------------------- That's what I have so far. The "whole" story is as follows: Ahriman of the Thousand Sons wrested access to the Webway, and with it the Black Library, a century ago. He did not broadcast this information, seeking to keep his advantage. While he may be unable to attain many of the secrets therein, he has staged a two-pronged attack on the Imperium. The first, a diversionary action, sees a near-simultaneous warp incursion across a majority of Imperial worlds. As the Imperium reels trying to defend itself, Abaddon (the blowhard who somehow can get a Crusade going reliably time and again) leads an invasion force out of the Eye of Terror, while Ahriman directs a horde of renegades from the Maelstrom. Stretched thin, the Imperium finally succumbs to its foes. A black-armored marine leads the Third Seige of Terra… two weeks later, the Astronomicon dies. Disorganized and cutoff, most worlds burn or join with Chaos (and burn). Some of the regions of Imperial Space are better off than others: Ultramar becomes as unto a new Imperium, and those in Tau space join freely with the rapidly-expanding alien empire. Orks… don't seem to care: they keep on raiding and fighting as always. That's about what I have. Discussion is very valuable here!
  4. Or: Muhu-haha! So, we're getting a campign up and going, and I've been thinking of spicing up the competition. Instead of simply upgrading weaponry, I have considered giving squads of specific enemies a free squad mode use or two. It makes sense for packs of synapse creatures and more modern fighting forces like the Tau in particular. Has anybody else given this a go, and more importantly, is it too powerful? My group is fairly new, so haven't really dipped their toes into solo or squad mode at all yet, and I'm hoping an example might inspire (fear in) them. For reference, we are using errata'd weaponry, Black Crusade combat actions and Zealous Hatred (Deathwatch Training allows two D5s to be rolled and the highest to be used).
  5. Our Black Crusade group is primarily Space Marines, with a sorcerer and an iron warriors siege master. I decided to make a marine that was not only leadership material, but had plenty of ambition and goals to drive on the group during any dead spots. He is a Black Legion Champion, and his plans are simple yet vast: reconquer the galaxy that he had fought to secure for the hated Imperium. He believes in his genetic superiority over all other beings, blindly striding forward into his destiny thanks due to his martial skill and ability to whip the masses into frenzy or subdue them into silence with but a few well-placed words. Aside from a the warband of marines that he recognizes grudgingly as equals, he is followed diligently by a translator servitor to keep his words from falling on deaf ears. Should be fun, I don't think I've played a character so overtly ambitious before.
  6. This sheet is excellent! I was about to sit down and hash one out myself, but now I don't have to.
  7. Good luck with your game! I'll be running one of the demos at Compleat Games and Hobbies in the Springs tomorrow: I can't wait to read how yours goes.
  8. My local store has the demo, I actually spent a good part of my afternoon reading rules since I will be one of three GMs running demos this Sunday. So far I really want to see this game in action before judging it.
  9. Random marine: ...how do I get images in here again?
  10. feuer_faust

    Orc ambush

    Nice short, maybe a mod can bump this to the correct place.
  11. Still a fan of your style, although it looks like there could be a little more differenc ein line weight in places. Overall, however, very nize.
  12. Has any of your work been published before? It's very easily on par with a good majority of the gaming artwork from that time (and really today, too).
  13. Hey, guys. Figure this'll make for a good place to put some of the various arts I do. Please not, it's not very refined, but I like it. Here's a chaos dude, my marine party's first main villain Evil McChromedome! It's a very... silly campaign so far, but we're having fun! More to come later!
  14. Redeucer said: Hmm... I would have guessed Astarte with 300 years of service. It's the service studs, I'll bet. Awesome bit of art with some good shadowy work.
  15. So, I got to thinking about the way skills work, how the statline reads, and the 40k wargame. The wargame uses d6s, and a "3" in a characteristic gives you a 50% to succeed (more or less, since WS and BS work differently from each other). Same for things like Strength, Toughness or Initiative tests (although these are far more common in Fantasy). Long story short, having a bunch of 3s means that you should succeed maybe 50% of the time. In Dark Heresy (and WFRP), the stats imitate the wargame. The downside is, a 40k "3" in BS does not translate into a "30" for a percentile system. Now, obviously, the designers wanted to give characters room to grow and all, but it seems uneccesarily harsh.They also wanted stats to cap at 50-60 it seems, also sorts in keeping with the wargames. If anything, the poor aptitude (or craptitude ) of characters into relatively high experience levels is a very common point of discussion. The rulebooks advise giving players +10-20% bonuses to their checks a lot of the time, unless they're really in the (stuff). My conclusion is that there is a basic flaw with the characteristic system (for PCs if anything), if you have to do something extra all the time for PCs to succeed. Some people could argue that having "too good" of stats leads to the PCs rarely failing and thus killing interest. I say, at such a point you can occasionally bring out the big modifiers on the heavy stuff, and let them feel competent for the rest. As a side note, I've always been a follower of the school that states adversaries and NPCs should never follow the same character rules as PCs, and be made fairly ad-hoc to be a challenge (or fodder) as necessary (so one could ignore these musings for foes and the like, or simply reserve them for key adversaries). So, here's a look at Ballistic Skill for ease of direct comparison (percentages are rounded as appropriate). BS 1 = 6 to hit on d6, 17% chance to hit. BS 2 = 5+ to hit, 33% chance. BS 3 = 4+ to hit, 50% chance. BS 4 = 3+ to hit, 67% chance. BS 5 = 2+ to hit, 83% chance. BS 6 = 2+ to hit, with a 6+ allowed if you miss, (This math has become tricky! Any assistance would be great). BS 6 was tricky, as its handled differently in Fantasy and 40k. In Fantasy, each point over 5 reduces to-hit penalties by 1, which are -1-4 in range. In 40k, a BS of 6 provides a re-roll of a miss on a 6+, 7 is a re-roll on a 5+, all the way to 10 with a re-roll on a 2+. I used the 40k one above. The thing I noticed is the progession slows, bringing about diminishing returns. Interesting. Long story short: I think that instead of making basic characteristics "the wargame value x10", they should be "the wargame % chance of success", as the percentile die system deals with actual chances of sucess. Thoughts?
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