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player645901

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Everything posted by player645901

  1. Just to weigh in here: My friends and I all play 40k and Warhammer Fantasy, and so are used to rolling a lot of dice. However, to us, card battles are actually MORE appealing and a welcome change. The reason is simply this: it reduces the randomness. In Warhammer, you can have the best strategy in the world and if your luck is off and you roll a lot of 1s, you still lose. That randomness factor, while a part of the game, actually takes away from the effectiveness of strategy because you can't control it. I know many of my friends, while enjoying Warhammer and still playing it and liking it, feel this is a shortcoming with the game: whether you win or lose should primarily be determined by your generalship, not by how some little plastic cubes randomly fall on the table. Card battle mitigates this factor somewhat. There is still some randomness: you have to draw a hand from the deck. But the sense of strategy is heightened because at least you get a number of cards, and you get to choose how and what order to play them in: even with a relatively bad draw, someone who is thinking ahead and planning has a chance of winning against his opponent. (Not to mention a good strategist will often have a bigger hand in HH to begin with, as he will be placing his units in better ways to ensure he outnumbers if he can). There's very little chance of someone carefully arranging their forces, going into battle with awesome placement at the end of a long strategic series of movements, and still losing due to rolling a bunch of 1s. This is the exact reason why a large portion of my gaming group has started playing a certain new miniature skirmish game called Malifaux which uses cards instead of dice recently... (although we still play Warhammer as well). In summation: The card battles in Horus Heresy are an attraction for my WH group, not a put-off, because card battles generally allow strategy to determine the winner more than random chance.
  2. I would love to know the answer to point 1 as well. This issue actually halted our game for a while the other night. My friend, playing Imperial, wanted to attack the Vengeful Spirit. However, there's no way to fire on it from adjacent spaces, and I had units in the Spirit Catacombs. The name of Boarding Action, and indeed logic, seems to indicate that you can assault the Vengeful Spirit by way of this card, however the rules state that you cannot move into an enemy-occupied area and the card states it is a move action. Does this mean the ONLY way for the Imperial player to assault the Vengeful Spirit is if the Traitor player is foolish enough to leave the Spirit Catacombs empty after voluntarily moving his units out? This seems somewhat unfair to the Imperial player, as well as being historically inaccurate!
  3. I just love sharing amusing stories from my game, and so far it has been pretty cooperative in providing them! SPOILERS FOR EDGE OF DARKNESS So, this weekend I ran the finale of Edge of Darkness for my group. They had found out about the Alms house, killed a few Enforcers, and struck a deal with Luntz, so they had all the pass keys and a bunch of shotguns. Well, the only one in the group actually skilled in SP weapons was the Assassin, so they gave all three shotguns to her, after seeing that they were a 2Full reload and only 2 shells per clip, figuring she could just shoot off both shells, drop one gun and pull out the next, shoot those and throw that gun away, then shoot the last gun. Saves time! So they sneak into the Alms House through the back door. It's the middle of the day, and they convinced Luntz to make a diversion, so all the Enforcers run off and the place is more or less deserted. Aside from a side trip to the Protein Room (which resulted in three failed fear tests and the Assassin puking all over the place humerously) they went upstairs, completely bypassed Moran's office and the Homonculi on the 2nd floor, and went right up to the third. Finding the big locked door, they hid on the bloody gurneys under the sheets until the Homonculite in the operating theater came out, and then destroyed him with lasgun fire in one round. Taking his passkey, they entered the Operating Theater and confronted the Churgeon. I was expecting this to be a difficult fight for them. There were no Enforcers, true, but they had only killed two Body Snatchers, so there was the Churgeon, her Scalpel Familiar, and 8 Body Snatchers in the room, vs the three of them, an Assassin, a Psyker, and a Tech-priest. The Churgeon sends the Scalpel Familiar after the players. It runs up, but only can make it to two squares away, so can't attack that first round. The Assassin, of course, unloads a shotgun blast into it at point-blank range. Modified, she had to beat like a 75. She rolled a 13. Six degrees of success. With the scatter rule, she scored four hits. In addition, one of those was a 10, so she rolled righteous fury and got another hit. With all the damage added together, she did 32 wounds to the thing in one shot. It has 8 wounds and 8 armor/toughness. That would put it at -16. Needless to say, it exploded into a pile of metal fragments instantly. At this point, the Churgeon is basically like "OH CRAP." She activates all the body snatchers, but they are slow as crap. They shamble after the players, but they manage to keep moving and none of the snatchers gets off a single attack. Meanwhile, the Assassin is unloading her shotgun at the Churgeon THROUGH the table with the still-living test subject on it. In the end, the Churgeon set the place to blow and escaped, and the Acolytes got out. But for what I was expecting to be a really hard fight.. they WRECKED the place. It was pretty awesome.
  4. Just an amusing anecdote that came up in the session I ran last weekend, something that was very unexpected but ended up helping the Acolytes quite a lot. Generally, upon reading the rules, I expected the Psychic Phenomena, from when a Psyker rolls a 9 on Focus Power, to generally be a negative thing. You're going to draw attention to yourself, you're going to cause people to freak out and either become uncooperative or attack you, etc. However, in TWO cases in one session, the Psyker in my party managed to turn his Psychic Phenomena manifestations to the good. SOME SPOILERS FOR EDGE OF DARKNESS FOLLOW I'm running Edge of Darkness, and this was our second session. The group had already encountered and destroyed two of the Body Snatchers, so the Logicians were locked down and searching for them, although they had not positively identified the group as the culprits. As a result, the Acolytes had a pair of Enforcers following them discreetly when they went to visit the Templum. The Acolytes were aware they were being followed (succeeding on Awareness checks), but assumed it was just because they were armed strangers and there had been disappearances so the Enforcers were being cautious. Not wanting to cause a scene, and assuming they were not doing anything illegal, they simply ignored their tails as they went into the Templum to speak to Zed and Fayban. When they LEFT the Templum some time later, they found those Enforcers waiting for them. The Enforcers at this point had weapons drawn, and demanded the Acolytes 'accompany them to the station for questioning regarding some incidents' the night before. The Acolytes were about to agree to this, not wanting to upset local law enforcement, until the Enforcers demanded they hand over their weapons. This didn't sit well, so the Acolytes decided to try and fend off the Enforcers. The Psyker Focused Power to use Forget Me, with the intent of making one of the two Enforcers suddenly forget why they were arresting these people, which if nothing else would give a moment of confusion in which the Acolytes might pounce. He rolled a 9 on the check, and so rolled again on Pyschic Phenomena. The Phenomenon that manifested was the one that causes all technology in the vicinity to momentarily stop functioning. It doesn't give a duration, but says 'momentarily', so I ruled it to be about 10 seconds. Needless to say, for 10 seconds the area was plunged into total darkness, as this being inside a Hive (and poorly lit to begin with), technological lights are the only source of illumination! Thinking quick (and still right beside the Templum door), the Psyker then yelled "QUICK, OUT TO THE STREET" before, as quietly as possible, pulling his teammates back through the door and easing it shut. The Enforcers, predictably, turned and ran out to the street, assuming the Acolytes had made a break for it in the dark. The Acolytes, meanwhile, slipped out a side door of the Templum and escaped before the Enforcers realized their mistake and came back. A little while later, the group encountered another pair of Enforcers down the street. These Enforcers had been tipped off by the first pair, and so opened fire immedietly upon spotting the Acolytes. A battle ensued, and the Acolytes won, knocking one Enforcer unconscious and wounding the other to the point that he surrendered. Tying him up, the Acolytes wanted to question him, but first the Psyker tried to use Healer on him, so he wouldn't die of his wounds and would be in better condition to talk. He again rolled a 9 on his check, so rolled Psychic Phenomena. This time he manifested an unearthly gust of wind, which everyone managed to stand against (aside from the party's Tech-priest, who fell to the ground embarassingly). The Psyker, realizing what was happeing, combined the unearthly indoor wind with some suitably threatening speaking, and the combination was enough to terrify the Enforcer into spilling his guts. So, the lesson we learned is, sometimes Psychic Phenomena can be your friend!
  5. Hi guys, As stated in my last post, I'm new to GMing and this game in general, but not to 40k. My group hasn't started actually playing yet, but we've been doing some introductory character-work, and I have a question about the Tech-priest, the answer to which seems kind of ambiguous in the material I've read. Basically, the guy playing the Tech-priest wants his character to be a fervent worshipper of the Omnissiah, to the point where he views all biological flesh as weak. As such, he wants to always be attempting to give people implants. Not like, assaulting people, but say if a member of his party were injured, instead of healing him right off, he might be like "So, while you're injured.. you know a cybernetic arm would be MUCH better than this poor broken one.." or when fighting enemies, might hack their arm off and then when bringing them in for questioning, attempt to attach some kind of mechanical replacement, just because it 'makes the galaxy a little less imperfect." The issue I see is, is this considered heretek behavior? It seems pretty in-line with the worship of the Machine God, but I know I've read several places that the Cult Mechanicus is pretty stingy with its technology: IE, it thinks only its members should have access. I know in Creatures Anathema there are several examples of hereteks who were declared such for sharing technology willy-nilly. However, cybernetic replacement parts seem available to anyone based on the core book, assuming they have the cash and someone who can attach them. Assuming he sticks to already-available cybernetics, and doesn't share any tech 'secrets' or exclusive tech like mechadendrites, could he behave in this manner without attracting the unfavorable attention of the Cult? I'm not unwilling to let him do it either way... I just want to know if he will face consequences from his contemporaries for it.
  6. Thanks for the replies guys, especially you Graver, I found your post to be extremely enlightening and helpful. I'm probably going to start off by running one of the pre-fab adventures, just to get both my and the player's feet wet. I've heard Edge of Darkness is a good one to start with, so I downloaded that and have been reading over it. After that I will probably try my hand at creating my own story, and I think the idea of a sort of 'buddy-cop' dynamic is a really good idea. Plus, it's a way to throw in story elements that a larger, more combat-oriented group wouldn't necessarily get to face. My only concern now is that my one buddy is dead-set on playing a Techpriest, and considering how the book describes them as cold, distant and unsociable, not to mention horrifying to look at, I wonder how well he'd fit into that sort of scenario. Then again, I suppose if it was a partner he came to knew and trust he might end up becoming a little more friendly...
  7. Hi there fellows, I'm a long-time RPer and gamer who has just picked up Dark Heresy. My friends and I are long-time D&D players (4ed now), and my buddy is our usual DM for that game. However, we also (this friend and I) play Warhammer 40K tabletop (CSM for me, Tyranids for him) and so have a good level of interest in the 40k universe (not to mention being big fans of Dawn of War, 1 and 2) So, I decided to pick up the Dark Heresy core book and GM Kit and try my hand at GMing THIS game. It's quite a bit different from D&D, but I have always been one who has appreciated the more RP-heavy elements (as opposed to all combat) of that game, and being a big fan of the 40k universe, this appealed to me quite a bit. My question is, basically, aside from this one other friend, there's only one other person who is showing interest in participating as a player. I am set as the GM, so my question is really, how well does the game work with just two players? The core book says you need "at least three people", but in my tabletop RP experience, my groups have always been 4 or 5 people, if not more. (Our current D&D campaign contains the DM and 6 players). In the experience of you guys who have played and GMed, would a group of just two players be competent enough to handle the various threats straight out of the book, or would it require stat tweaking, etc in order to make them able to survive reasonably dramatic-sized encounters? Thanks!
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