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  1. I'm aligned with Unusualsuspect's line of thinking. For me the stat blocks in the Adversaries section should describe generic, unnamed npc's that are in theory representative of that unit type in the WH40k universe. In other words if I were to take a random sampling of every single CSM and after sufficient samples I should expect their stats to align pretty closely to what's presented in the Chaos Space Marine stat block. From what's been presented that doesn't feel like it's the case. So yes, a DW SM can reach 65 in strength, but they would be reaching the limit of what's possible for them. Yet the CSM average score is at the zenith of the SM's characteristics. Maybe the CSM's really are that badass, I honestly am no expert in them. I know they are fearsome melee fighters and they have received gifts from their Dark Gods, but the 20 point difference means that for a CSM hitting a SM is a routine task. It would also stand to reason then that there are CSM that have 75 or 85 raw strength, since 65 is just the baseline average. Even a Demon Prince is no match for naked CSM in the strength department, one of these uber CSM with Power Armour would stand at 105 strength! I don't know that seems too big of a gap, at least for me personally it feels that way.
  2. You're right there's a 3rd way I forgot to take into account: the strength characteristics is wrong and should be 85 (since creature profiles include all effective bonuses). I find that highly unlikely, however, as that would be incredibly overpowered. Unnatural Strength advances are within the reach of a regular SM so having the CSM stated as Unnatural Strength (x3) seems less of an imbalance than giving him a full +20 strength advantage over his loyalist peers. Never mind what would happen if that CSM were to gain an Unnatural Strength (x3) trait, which once again would not be unrealistic. Not to say I don't think a CSM couldn't have a 65 strength characteristic. I'm pretty sure a Champion of Khorne could easily accomplish that. I'm just not that comfortable with a run-of-the-mill CSM having such a high characteristic value. Hence it makes more sense to me that they just have a high Unnatural Strength, which to me even thematically makes more sense, as they most likely got that bonus through unnatural means.
  3. Regarding the CSM profile it's either: 1. There's an error in the Strength bonus and it should be 10 like it is for regular SMs. 2. There's an error in the Unnatural Strength trait and it should be Unnatural Strength (x3), which would be the correct trait for the stated strength bonus. I think it's most likely that reason #2 is the underlying cause. As coming up with 14 out of the blue does seem a bit weird. Whereas if they copied the SM profile the author could have easily forgotten to change the Unnatural Strength to (x3) instead of (x2).
  4. A lascannon wouldn't necessarily be hitting and damaging a creature directly in those cases. So in the case of a lascanon It could have just been a glancing hit, or a hit that caused indirect damage (by blowing up something next to the horde, for example). If the magnitude is greater than the number of creatures then you've made the decision that no matter how much damage is leveled in one hit no creature will be immediately killed. It also bears pointing out that Horde rules are meant for masses of creatures, in other words hordes. The exact number of a horde is not relevant and likely counter to the whole definition, which asks you to treat the group as an individual in itself. If you use horde rules for groups where the exact numbers are relevant and keeping track of individual creatures is desired then I think you're using the wrong abstraction. You'd probably be best served by using the deadlier hits rule and just kill these creatures when critical damage occurs, something a lascannon will be quite capable of doing. You can mimic the other benefits of being a Horde by just handing out relevant bonuses to the creatures despite not being a per the rules Horde.
  5. 40k Junkie said: Lascannon rolling 6 dice is a good chance to roll a 10 somewhere. It's actually quite high, you're looking at about a 46% chance of at least one 10 coming up when rolling 6 d10.
  6. Yeah, I think you should probably ask your GM what he meant, as sterile also means "a state of being free from biological contaminant", which seems more relevant after an encounter with Xenos than your ability to procreate. You might have picked up some kind of contaminant while in the mission that might be affecting your healing rate for example.
  7. That's an interesting one, however it wouldn't be a direct entrance to the throne as the throne itself leads into a gateway. I could very well see it as being part of that same gateway. My original thoughts were that buried within the Omega Vault is a fragment of Khaine, Vaul's last sword or a dormant C'Tan. Because of the engineered system I'm left thinking of the Eldar with the planets they seeded millions of years ago and the fact that Erioch cannot be normally reached through the warp makes me think some race with intimate knowledge of the gateways and the warp had to be involved. Yet the consumed sun makes me think of the C'Tan who might have fed on the system and depleted it of life. The bioengineered virus makes me think the creators specifically wanted Xenos not to touch what's inside of it for whatever reason. In a twisted way I could even see some Eldar collaborating with the Inquisition to make it so, a most secret pact between the Black Library and the Ordos Xenos in keeping an artifact safe, lest they put all their eggs in one basket (the Black Library). I need to read up more on the Eldar to see how much of this makes any sense...
  8. Just wanted to add to what's been said, because this has been such an interesting thread to read. I think part of the point of the divination powers is that they're affected by the warp but also by the person who's doing the divining and like Praetus mentioned they deal with probabilities, and it reminds me of the Dune series of books, where sometimes following the clearest path is inviting damnation. For example, when I was reading one of LeBlanc13's examples with the Governor, the first roll involved reading the governor and his demeanor. The first thing that came to mind for the next roll was to say that the Space Marines were the greatest negative opposition. Which could be interpreted several ways and might even fit in even if the Governor was corrupt, because how the Space Marine's deal with something can positively or negatively affect their outcome. If they've been predisposed by the first roll, for example, into thinking the Governor is a traitor; yet you as a GM know that dealing with the Governor will be better for them than blasting him. Then it comes to reason that the greatest threat right now are the SM's themselves and their rash way of acting. Even if they do go ahead an execute the Governor, dropping hints that they complicated things needlessly by following the Librarian's readings can make them reflect more closely on the matter. Divining truly shines when you can make the players start doubting it, despite it being right 90% of the time. It's like tapping a phone line, it will work as long as the people you're tapping don't know they're being heard, but what happens when they do know? What happens when the Warp plays a joke on you? I would slowly work it into the game that way. Is this prophesy going to be the one that puts them into trouble? The main take away here is that they can't rely solely on divination, they have to validate it with something else. And that's where the other players (and abilities) get a chance to shine. The main thing though isn't nerfing the Librarian's power, by leading them on with false prophecies, always make them at least tangentially useful yet always tinged with a bit of warp. For example, with Extraction they might decipher the precise location of the Magos, but it's the getting to the Magos that's the problem. The power seems to work in the "as the crow flies" manner, so they might very well be walk in the right direction, but perhaps the Magos is underground, burrowed in some underground cave under one of the complexes. So the location might be known, but finding how to get there is the problem. Even small details when revealed exactly can make the Divination powers more interesting. Take the Magos example again, in this case the GM tells the players that the Magos is 50m north. So they go 50 meters in a northern direction, yet since the Magos is underground 50 meters is the direct route to the Magos, through the ground. To get to the top of him they would have to wak 30m or 40m (depending on how you want to place the triangle). So once again, the power isn't rendered useless, but it's not overpowering to the extreme. Basically, as a GM you just end up switching what variable the players have to resolve in the equation. For example a result of Augury might reveal that the best tool for the job is something that they don't have or can't get access to immediately. So the challenge then becomes how to get that something. Going back to the Governor example, who's to say the Governor isn't scared shitless because he's faced with Space Marines? Maybe everyone in the room is scared out of their mind and rightfully believe that the Kill-Team is their biggest threat even if they are innocent. Or maybe they're scared for the wrong reasons, maybe they believe the Deathwatch are after them for different reasons. Maybe they are guilty of some heresy, just not a heresy that's relevant to the mission at hand. I mean granted, I wouldn't make every Divination a complex riddle, filled with uncertainty. Just when I don't want to have the story advance so quickly or when I want to throw a complication in the player's direction. Sometimes I'd be happy they had a Divination Librarian just so they could speed through some areas and not waste time with dead-ends.
  9. For me it's quite simply that you shouldn't be rolling if there's no interesting chance of failure. Simulationist concerns aside (and I very much doubt this game is an accurate simulator), the GM should just declare the SM gets his intent if you're reaching ridiculous bonuses and the chance of failing are negligible. Also the impact of DoS on max damage is compensated by the fact that even hordes are limited in their damage bonus from magnitude (+2d10), so it only makes sense that other actions be limited in how crazy it can get:
  10. Have you not told the players you messed up? At any rate, just allow them to heal their wounds either using draughts, first aid, resilience checks or whatever is on hand. If they don't have the skills or items handy then use the Physician. It's not crucial to the story that the doctor be completely incompetent, so he could treat the players, in the hopes of gaining their trust before the ritual is completed. The players will probably suspect less of the doctor if he turns out to be good at what he does, which will make things interesting later on. Don't cure them and give them some schlaff. You'll end up with the same issue.
  11. To expand on my answer, in my games the tracker generally gets incorporated if the characters start the pursuit. The Rally Step signifies the end of the encounter per se, which allows you to move into other mechanics, like competitive rolls to determine if the NPC manages to run away. And you can keep track of successes using a tracker. How the chase is modeled was of secondary concern in my answer, since the main problem seems to be one of the players saying "What do you mean he's running away? He's right next to me, he's in close range!". Once the NPC has started fleeing (by creating a large enough range gap between himself and the PC's) you can use various things from just one roll, competitive rolls to continuing in encounter mode depending on what suits the story. For example, I wouldn't want to dedicate an encounter to chasing an injured goblin. If the players want to chase him, that's the kind of thing I'd say yes to. Chasing someone like Adolphus Kostus (from TEW) through the streets of Weissbruck might be served better with a Competitive Check and a tracker. A group of NPC's trying to retreat to a hideout in the midst of a battle would probably work best within encounter, as the players might want to shoot and move and do other combat actions as they gave chase.
  12. What I do to stick with the RAW is queue a Rally Step when I want the villains to flee. This allows both parties a breather in the combat and refreshes the A/C/E pool for the NPC, if necessary I'll re-roll initiative for the NPC. Then I just spend all of the remaining Aggresion and the free maneuver into moving away. Then I use the Perform a Stunt card to have the NPC run away, on extra successes or boons they get extra maneuvers. That will usually get the villain far enough to drive the point that the villain is intent on fleeing. The player's are then free to try and shoot at it and give chase, spending fatigue as the case may be. In some cases they cease the chase, in other cases they give chase and murder the NPC. But that's as it should be.
  13. The "Splints & Bandages" card in my opinion is pretty good, since in my opinion it allows for two First Aid checks in an encounter, instead of the regular 1 allowed by the base First Aid rules. If you count the "Splints & Bandages" action card as part of the 1 allowable First Aid check, then yeah it's pretty sub-par. But I'm pretty convinced it's meant to be used in conjunction with First Aid and not as a replacement.
  14. There are times when you have to help the group along, and the Eye for an Eye information for managing the investigation suggests as much: When the investigation token reaches the first event space on the track, direct the party towards an as-yet- undiscovered overt clue, such as the blasphemous books in the library or the painting itself. I was also having a slow start with my players, with them feeling there wasn't a rush to solve the problem. Taking it slowly to ingratiate themselves with their hosts and the people around them. All very logical things to do given the circumstances known to them. So as a GM we have to give them a wake up call, that will make them sprint into action. Showing them the painting or the blasphemous books generally does it, as it clearly shows there's something fishy going on. Same thing with TEW, if they miss Kastor's body that's pretty bad. So you just have to make sure they find it and not rely on a roll or anything. Likewise with the goblin in Bögenhafen and the trip down the sewers.
  15. captaincutlass said: Very curious that our groups will be following more or less the same path. Unfortunatley I only gather with this group for 4 hrs of gaming so the games are a bit slow. 'll let you know what happens at the Inn, how did you do the armwrestling stuff there? Another thing that I was wondering is how to pace it. I'm thinking on taking the timing literaly but on the other end perhaps I should move faster trough the events. Our group generally meets for 4 hours, but at times we have longer sessions. Last session was an aberration though, for example a Rough Night at the Three Feathers took us two sessions to complete. The arm wrestling stuff I handled as a competitive opposed check. So Bruno was rolling an opposed check against the player's strength. Then the player was rolling an opposed check against Bruno's strength. It worked out that both had Str 4, so the opposed difficulty check was 2 Challenge die for both. In a competitive check you basically compare the successes of the two parties, so if Bruno got 2 successes and the player 3 successes then the player wins by 1. So based on that I set up a tracker (event, 2 green, event, 2 red, event) , green side was the player, red side was the NPC's. After each roll depending on where the tracker was I'd describe that as one guy moving the other's hand closer to the table. Until finally the dwarf piled in some fortune points and doubled his cash with a handy win. As regards pacing, you probably wouldn't want to take the timing literally. What I did was basically use the time as an upper limit, if you will. So if there's 15 minutes between events I would let the players mess around for 15 minutes real life time be it in or out of character and at the 15 minute mark I'd move to the next event. This kept a fast pace and prevented the party from bogging down trying to solve one bit. Plus one of the main draws of the adventure is that things are happening around you, a lot of them out of your control! The other part is that in some cases some events don't elicit much of a response. Like the couple walking into the Inn and going upstairs. My players couldn't have cared less. So I only waited a couple of minutes before advancing to the next event. So in summary, if there's nothing going on advance to the next event, or have some NPC interact with them (Ursula, Bruno or the thief) If they are engaged in something, give them the real time equivalent in the time line for it or around 15 mins for the longer parts. I did make my own timeline for the events, with snippets of info for each relevant NPC in that particular Event. You definitely want to come prepared for this scenario, but it's pretty cool.
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