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The Hobo Hunter

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Everything posted by The Hobo Hunter

  1. The way I've handled multiple targets with SA/FA firing is as follows: 1. Select initial target, add up modifiers, roll to hit. 2. Determine total number of hits scored by DoS, Storm, etc. 3. Allocate 'hits' to various targets. 4. Target(s) roll Dodge or similar to determine 'actual' hits. 5. Work out results of actual hits. I see this as no different to the way 1v1 combat works. 1. Select target, add up modifiers, roll to hit. 2. Determine total number of hits scored by DoS, Storm, etc. 3. Target rolls Dodge or similar to determine 'actual' hits. 4. Work out results of actual hits. Just that in the first case, you have the option of allocating multiple hits elsewhere. In a 1v1 fight, I consider it the same steps, just with the allocation a moot point, unless the player wanted to shoot some inanimate object with some of his 'spare' shots ("I put 3 rounds into the guardsman, and 1 into the prometheum tank behind him" etc). With the melee attacks, however, I believe that since they are seperate attacks which follow after each other (owing to the fact each can only be ignored by an individual Dodge/Parry/other), you have time to switch targets between individual attacks. It's not one attack which causes multiple hits, it's two/three separate attacks, which are resolved subsequently. As a matter of interest, how does attacking multiple targets with dual-wielded pistols work in comparison to this?
  2. Following strict RAW, I would say the base Willpower Test drops from (-30) to (-20) by Tempered Will. Then you add the additional fatigue penalty and so the test is, all up, taken at a -30 penalty. It is my understanding that Tempered Will is checked against the base test difficulty itself, without any additional modifiers for resistances, drugs, fatigue, or traumas etc. Therefre, if you were taking a (-20) test whilst fatigued, it would be at (-30) all up, as the initial test is not hard enough to warrant a decrease from the Trait, and then the additional modifier(s) pile on. Also, by strict RAW I would say that tests at (-40) or worse would not be reduced because I believe the text exclusively states (-30) tests only, but I may be wrong. I would personally houserule it to apply to any harder tests anyways, as the only other stuff a S.P. character really gets is a few untrained basic lores and social penalties when slumming it in the underhive.
  3. Redemptionists. Redemptionists with Frenzon and lots of nonmechanical weapons. It's not just a case of GM-Fiat; any reasonable adversary is going to take into account the knowledge of "That guy who scares the crap out of our mooks", and adjust his/her/their plans accordingly if they can. If they can't, then, it's only appropriate thematically that the psyker curbstomps them. Just start playing your antagonists with every dirty trick they're likely to actually use, and you should find it much easier
  4. I personally think a Dialogious->Sage would be rather awesome, relatively speaking, compared to other possible characters (considering I don't particularly like the expansion in itself).
  5. Brother Praetus said: I don't know. The Assassin in the game I play in has his Security practically mastered. He's also focused on range, as opposed to the seemingly more common close combat Assassin. And while my Adept does indeed have a plethora of lores, he's more focused on Medicae, Tech-Use, and linguistics; whether ciphers, codes or Xenos tongues. Oh, and I'm also the groups primary pilot and one of its two drivers. Can't climb or swim for the life of me, though. There's a lot of room to do things differently the way things are. Could it have been better? Sure. Does it work okay as is? Pretty much. -=Brother Praetus=- The assassin in our game at the moment is going along a poison/spymaster route. 54 Int, Lore skills everywhere (including all the chemistry-based ones), and while I'm not sure about the rest of the skills and talents, he's basically playing a face-man and information gatherer. Come to think of it, I don't think we have a single 'dedicated combat character' amongst him, our darkhold psyker, either of our clerics (one is an Int 40 Redemptionist; he's scary), our arbitrator, OR our newfound adept. I haven't found anywhere near the versatility in RT characters, and I'm not sure I'll find the same in DW.
  6. Oh, Mechanicus Politics will be interesting enough without being hounded for cool gear (lower-tier individuals rushing to fill the power gap left by an assassinated leader, with Legs fully determined and ruthless enough to make a grab himself), but since we haven't returned to that cell in a long time, in fact since our last campaign reached its conclusion, I'll worry about that when we return there. Right now, our current party is, how do I put this delicately, rather screwed (isn't that always the case?).
  7. I had our PCs fight a Callidus Assassin once towards the finale of our campaign (a small cruiser hosting a charity ball for tranch war orphans, for much Fifth-Element styled fun). This was pre-ascension (about a week or two before it was released IIRC), so I had to guess the approximate power of an assassinorum operative, looking to our rank 8 assassins as guides, but compared to the published Eversor she didn't end up being too far behind, aside from lacking unnatural traits, which I personally believe is a bit silly so I wasn't too worried. I don't remember the exact details, but she was basically built like a High WS, AG, and Fel melee-assassin (assassin's strike, step-aside/wall-of-steel, the works) with a heavy focus on social combat and chemistry knowledge. That being said, there were also a lot of "non-callidus" abilities granted to her; you can't forget that while assassinorum operatives may have their specialties, they are still highly badass at all forms of killing things. So don't forget stuff like Demolitions, even if it's not +20/Talented/Supermegabadass. Equipmentwise, she just had a best-quality bodyglove (AP4), Phase Sword and Neural Shredder, and a small assortment of chemicals. The Phase Sword I used as a re-skinned Ghost Sword from Rogue Trader, while the Neural Shredder was a bit more interesting. After tinkering somewhat, I produced a weapon which functioned gamewise like a hand flamer, but dealing the effects of a high strength Blood Boil power, with the degress of failure for "dodging" stacking up for a more powerful effect. Ironically, for pulling out all the stops on a character like this, she probably died in one of the most demeaning and underwhelming ways known to a character in the entire campaign. Even the BBEG who was headshotted by Nrvnqsr in the first round of the final battle had a more badass death. Admittedly, it's the best example of teamwork I've ever seen our party pull off, but nevertheless... She was confronted "backstage" by our techpriest (Right of Awe stops most menials bothering to ask what a 200kg mass of robes and dendrites is doing backstage) as they had a quick duel behind the curtain, alerting everyone attending to the fact something was not right. During the battle, the callidus dives through a hole/elevator built into the main stage as the PCs use it to rush the plot Macguffin away from her. Our untouchable moritat assassin is holding her off in melee while our arbitrator whisks the plot character away down a hallway, and our techpriest gives chase down the disabled lift shaft, dropping down and trying to impale her with his 8 robolegs. She parries and cuts his legs off, leaving him floored. Someone ditches a hallucinogen grenade into the hole from the fight outside, and while everyone important passes, assassinorum operatives evidently don't have Fate Points. She drops to the ground, playing dead. Our techpriest realises the sham instantly and vaporises her with his hellgun. Now the lucky sonofagrox has a neural shredder, phase sword, has superseded his master through various shenanigans 'eliminating' him, and is chasing down a certain servo-skull named Morte, now possessed by an AI program he almost had in his grasp.
  8. Considering I still have a character kicking around who's a sister militant with said Scourge Boltgun, I'm intererested in this one/two-handed weapon argument. the standard melee attachment counts the weapon itself as a spear, and thus is used 2-handed in melee. the Scourge Boltgun counts as a Mono-Axe in melee. Mono-axes are one-handed. So which do I use? It's kind of a moot point considering she's neither ambidextrous nor dual-wielding-proficient, and has a chainsword for melee anyway, but while logic would dictate a 2-handed weapon (it's still a 10kg boltgun with a bigass axe blade), RAW it would apppear to be 1-handed. I suppose the fundamental point of this argument is: Do I consider the weapon to take fully the traits of the "melee attachment", or does it still class itself as the original basic weapon but with a "counts-as" traits?
  9. Ironically, with all the cool stuff I thought up, I wasn't actually the one who designed Nrvnqsr's daemonknife, or even gave it to him. Props to the GM of that mini-arc though, wherever he is, if he can see this. I remembered another cool item or two from our epic adventures. Our moritat assassin is verging on the radical side of things, being a bit of an eldar-phile. When the party raided elements of the dungeons under the Tricorn during their escape, some of the equipment he personally took were: A suit of eldar mesh (I judged his character, at about 2.1m tall and thinly built, could actually wear it): Best-Quality Xeno-Mesh, in mechanical terms. A Dark-Eldar Stinger. In game-terms, I treated it as a slightly-buffed Needle Pistol who's "toxic" damage dealt X damage. It also counted as a lathe-knife in melee due to SPIKES SPIKES SPIKES. A 'necklace' made from a collection of Eldar Soulstones (it was hilarious imagining the torment inflicted from a psychic null wearing soulstones around his neck, but our psyker eventually 'ate' them as part of his daemonic pact). A small stash of Shuriken weapons (traded to our allied Rogue Trader for cool bionic arms; one incorporating a lascutter and the other an auspex+dataslate) A sanctified Plasma Gun 'liberated' from a reliquary located in an alcove, apparently wielded by Saint Nimrod during the banishing of a powerful daemon several hundred years earlier. The party encountered this after being 'acquainted' with a certain Daemonhost who had freed himself from the bowels of the vaults whilst the party did the same (their inquisitor tried to crash the localised security systems to get her imprisoned acolytes out, and let out a LOT of other nasties in the process). The daemon possessing the host body turned out to be none other than the daemon banished initially, who had sought out the relic after freeing himself. He politely 'requested' the party destroy the gun for him (since it was anathema to "him", he could not touch it). the party promptly told him to go [RECORDS PURGED] himself. The daemonhost made the party aware he would return for them at a later time for this insult. I had expected this, and was fully ready to let them keep such an awesome treasure fo taking on what was possibly the most powerful entity out of the Core Rules, because I figured they would pay something dearly for it. Unfortunately, making your grand killing entrance isn't the smartest move to make when you apppear right next to a psychic null. One turn of fizzled effects later, Plagueface the guardsman had mowed the daemonspawn down with a pair of hellguns, some lucky rolls, and houseruling on firing 2-handed weapons one-handed on autofire. I still remember jotting down the damage values, taking a quick double check, and the party looking up at me expectantly. Player 1: Did... did we just kill it? Me: Let's see... i think, adding this, and this.... Player 2: You can throw all that hard work that away now [trollface] Me:....35.....46....yep, 46 odd points of damage in total, post-toughness. Yeah, it's dead [scrunches stat entry into a ball and throws at bin, begin to describe super epic death sequence as pulled off by our guardsman] If I had to include any more cool items, one thing I've thought about is the constant dissonance created by the existence of "genuine" Faith Talents, and their seeming lack of ability to basically everyone but the Adepta Sororitas. My next item will probably be some sort of "mundane" melee weapon (to encourage a choice between solid arsekicking and situation-specific abilities) which has the ability to grant "Pure Faith" to those considered truly faithful but otherwise lacking the ability. I would make this at the GM's discretion to avoid "rules-lawyering the faithful from the masses" and having all sorts of definition-wars, but I would consider a good guideline to be both falling under the same requirements as Pure Faith/Suffer Not the Unclean, and a generall cappacity of the character itself to be roleplayed as faithful. Just a few more interesting toys to throw out there.
  10. Pretty much. Since a parry is not considered an attack, you can use that arm to parry without the -20 "offhand" penalty. So grab something defensive and hold it in the other hand, and lay about with your main weapon instead. Of course, a good chain/powersword and TWW means you can just as easily attack with it as parry, rather than a shield or sigilite.
  11. Indeed. I just thought I'd mention, however, that with TWW(melee) and Lightning Attack, you're looking at 4 melee attacks (3 / 1) at "only" a -10 penalty, as opposed to 2 attacks which may or may not be autofiring, and will likely struggle to do as much damage or penetration as a good chainsword. Or 3 attacks with a badass weapon, and a +10 parry via a sword in the offhand. You don't even need to attack with it; just keep it around offhand to parry. You can do this without TWW though, so it's kind of a moot point.
  12. The IH has some stuff on Mining Helot Implants, drug glanding/feeding implants, and a bit beyond I think if you count Secutors and Machinator-Array options as feasible material. The RH has Maletek Stalker upgrades, and some more...alternative options. The RT Corebook has some more stuff again, like muscle grafting, subdermal armour plates, and MIU-weapon links, which might be worth looking into. That's all I can remember from the "important" books in those fields. I could take a more detailed look if you're after anything in particular, but alas, I'm too lazy to go through it all off the bat
  13. Thanks for the compliments guys. I didn't personally come up with the idea myself, but I saw no one had posted it here yet so I had to include it. So hats off to whoever it was who first came up with it.
  14. Cheers for the positive feedback on my stuff guys; I'll try and incorporate some of it into my next campaign since it seems decently liked. As for Nrvnqsr, I'll try and get hold of his player some time (he's our GM for this campaign so it can't be hard) and get the stats off him for his Daemonknife and accompanying warding amulet. That thing made for some 'interesting' combat encounters when our formerly gunslinging assassin would drop his twin hand-cannons, whip out a funky knife which split the air with a bloodcurdling scream with each swing, and decapitate some poor chap in a literal shower of blood. Because his WP wasn't high enough to master the weapon, the GM at the time fiated a special 'warding amulet' for him. He needs to wear it at all times to get enough of a 'boost' to resist the daemon. Because I'm a sucker for the concept of radical 'choices' being about the trade between raw effectiveness and exceptionally bad drawbacks which nibble at the soul over time, each time he used the Daemon weapon while relying on the amulet, he would gain a slight "bleedoff" of a single CP or so. He ended up being our most radical agent IMHO, over his career slowly sinking so far as to mutate into a fully-fledged psychic wyrd during the fnale against the daemon known as The Bringer of the Eclipse. Taking 1CP a round was quite harsh for everyone. And the best part? He did all of this just so he could go back to his orphanage on Malfi, train his adopted orphans (which had blown into a full-scale messianic cult worshipping his return during his 10-year "absence"), and look after them.
  15. If I'm not mistaken, being on Fire in Dark Heresy requires a Full Acton to put yourself out. Pinning reduces actions to Half-Action(s). I'm not sure if they meant one half acton or two separate halfactions, but it's moot in this case. Set a bunch of people on fire, then have a buddy supress them with autofire. They'll never put themselves out unless they can unpin themselves (-20 WP test), while on fire (-30WP test I think), then a successful Ag test next round. That's assuming they aren't pinned again straight away.
  16. Okay, here's some other, more "supernatural" stuff than earlier. Some of this never found its way into the campaign, but it's doing no good sitting blankly on my computer: The Hammer of Aenid A warhammer wielded by the late Aenid, an acolyte of our inquisitor's old master (just to show how freaking old it is!) who saved a pilgrim vessel from a Navgator-led-cult mid-voyage. She fought through approximately 250 cultists single-handedly to get the the Navigator Magus himself, survived his third eye attacks, and bludgeoned him to death with her hammer before finally dying from 23 separate lethal wounds, or so the legend goes. After the battle, she was taken back to her warrior cult to be buried "properly", and her hammer was taken to Sctintilla to be consecrated by the leading cardinal in the sector, who had been one of the survivors. Mechanically, the Hammer of Aenid is a best-quality Holy Warhammer (still primitive), which automatically confirms Righteous Fury if the damage roll is a natural 10. Hide of the Arch-Heretic The skin of a notorious sorcerer, famous for his "studies" doors, gateways, and portals. He was finally captured by Rykehuss after two previous Inquisitors failed: one who was pushed through a portal into Scintilla's sun, and another who infiltrated his cult to catch him, then was purged by Rykehuss when he caught up to them and "purged the cult entirely." The cabal of inquisitors tasked with his capture wished to kill him quickly lest he conjure up an escape, but similarly, his penance must be shown if his soul was to be salvaged for the Emperor (and they kinda wanted some tasty info themselves), so they forced him to dictate his rituals to the de-factor leader of the cabal, whereupon deaf scribes wrote the rituals and formula upon his back to sear his soul of all its sin. Then they flayed him to keep it, and burned the body. In effect, the skin is a parchment which allows a sorcerer to learn Open and Create Door if they have the time, knowledge, and inclination. Orichalcum Lupis – The Brass Hound A bronze-coloured sword wielded by the leader of one of Iocanthos' ghostfire-hunting tribes. The tribe itself was somewhat deviant in its faith, but was allowed to exist because it was the second best at acquiring ghostifre (just behind the warlord himself), due to their martial prowess and inspiring and steadfast leaders. Things left as they were, the Administratum would have let him take over from the old warlord, he was that good. He was only "put down", by a team of inquisitorial stormtroopers and sisters from the nearby Abbey of the Dawn, after inquisitorial agents discovered that the leader, the "Brass Hound", was planning on sommitting ritual suicide shortly after his ascension, in order to drive the entire planet's armies into chaos, confusion, and petty warring. This weapon was recovered from the charred remains of The Brass Hound, and named as such. Functionally, it is a Daemon Weapon housing a Charnel Daemon. It;s characteristics are: Damage: 1d10+5 Pen 5, 8kg, warp-touched(warp weapon), Sharp as Sin (tearing), Hungering(+5 critical damage), Heart-Seeker(+10WS), balanced, WP50. In addition, the Brass Hound causes noticeable daemonic phenomena when drawn. Everyone present except for the wielder will taste gritty ashes in their mouths and their noses will begin to bleed. Roter Sigillum - The Red Sigil This was a special weapon created for one of our assassins, Nrvnqsr Essix, and the only one which actually saw play. His backstory was that of an orphan raised by a royal estate on Malfi which trained its members (all orphans themnselvesd) to be city couriers, assassins, and other shady things like that. He was involved with the Inquisition as his old master, the head of the estate (and House Matthias) was an agent of our inquisitor until he was KIA. Nrvnqsr, as the next in line for the estate, worked for our inquisitor "for a period of five years" to 'earn' back the Red Sigil. a signature double-barrelled boltpistol and symbol of office. He was finally presented with it when he returned to his estate just prior to the campaign finale, coining one of the best speeches I've heard in our campaign. Aide: What say you, my Lord? Nrvnqsr: I... I wish I took Bolt Pistol training. Weight: 5.5kg (unloaded) Range: 30m, S(2)/3(6)/-, 1d10+5 X, Pen 4, Clip 6 (12), Rld 2F, Reliable (good craftsmanship), Tearing, Storm In addition, wielding Red Sigil or otherwise letting it be known that one is the holder of such an artefact grants the wielder the Peer (Underworld) and Good Reputation (Underworld) talents free of prerequisites, as well as Enemy (Malfian Nobility), owing to the shadowy tales of the wielders of this weapon. Again, they're mostly weapons, but my party were VERY martially-inclined, so I kinda rolled with that.
  17. Here's some "unique" gear I threw out to my party over the course of my last campaign; it might serve some help. A lot of it isn't so much "funky, obscure gizmos" as they are "normal equipment with interesting modifications". Here's a short list of what I remember: An officer's beret marked by a silver badge styled in the symbol of the Cadian Gate (worn by a cadian acolyte they fought once, who lost his face to a lasgun fired by a severed arm). It only counted as a Flak Helmet normally, but gave a +10 to interaction tests with military-related people or organisations if they would A) know of Cadia and B) be able to pass off wearing cadian gear without too many questions. Left behind on the charred corpse. A telescopic axe (wielded by that same guardsman). It normally appeared as a small cylinder or baton, but when activated would "fold-out" into a full mono-axe. Mechanically, it was a mono-axe which could be hidden as if it were a Compact weapon. Not sure about what happened to it. A suit of lathe-crafted technomaille, gifted to the high priest of an obscure order the party came into conflict with in the finale of the campaign (The Church of the Nine Billion Names of the Emperor). It was simply best-quality chainmail (half-weight, +1 AP), that no longer counted as primitive. Sure, it wasn't super by any means, but I was just happy I had an excuse to use a priest getting about with an Eviscerator and a bigass suit of chainmail. Currently in stasis, following the end of that campaign. A unique and near-mythical psykana mercy blade, passed down/around high-ranking or promising members of the Templar Calix. It was a powerblade, with stats following as such, with the added effect that the psychoconductive materials weaved into the blade would cause it to glow a low blue whenever psychic powers overspilled from the Warp. In effect, a powerblade that glowed extra for Psychic Phenomena. God-Emperor have mercy on your eyes for powerful Perils rolls. The weapon was assumed lost when its wielder (a major antagonist of the PCs) was killed in a ship-to-ship (-to-rok ) collision as everyone else fled the scene. That's all I've got for interesting "mundane" items. I hope it jogged the memories or creativity of some far better people. Meanwhile, I'll go look for my "supernatural" gear which came about during the game.
  18. Sirion said: a friend playing an AS himself who read much (if not all) about AS said a Sisters of Battle Power armour (angelic Pattern) is equal to Space Marine Armour for the protectiong value (as well as being fusion core powered but it shouldn't provide strength boni or smth like this) is this true? is there any material on angelic pattern power armour? (except for lexicanum) Pretty much. While I doubt it would offer exactly the same level of protection (the tabletop game has to deal with a 1-6 scale, wheres DH has more flexibility in this regard), it's specified as the same calibre of marine armour, but since they lack the Black Carapace they would be more restricted in terms of life-support functions, and likely auto-sensing capacity as well. Again, I don't think it should offer the exact same protection as astartes armour, because it's going to be smaller and probably a little lighter due to their "human" physiques, but it should be **** close. I've just been getting by fine with regular Power Armour (AP8), and handwaving the battery life because of a military backpack.
  19. voresia said: Well, first post ever. Anyway, I'm currently helping a friend of mine to develop some houserules to allow players to play male sororitas. Sounds wierd I know, but we don't realy like to tell our players what they can and can't play. We currently have this idea of calling the male sororitas "Frateris Brothers" (With Frateris Templar, Frateris Medicae and Frateris Ambasador as replacements for Militant, Hospitalier and Dialogus), named after the original armed forces of the Ecclisiarchy. But as they got disbanded in the lore and replaced by the Adepta Sororitas, we are still trying to come up with something diferent. Essentaily, what we want is a new name for male sororitas, anyone has any ideas, or perhaps even an own set of ruels? A Trap. A **** convincing one too, if he wants to live very long.
  20. Correct me if I'm wrong, but the last fluff I read on the 10th company (scout company of traditional codex-adherent chapters), described it as having some of the most badass characters present. The astartes in charge of the 10th company are the ones who've been through the battle companies, obtained their terminator honours, been through hell and back in the first company, and passed on leadership amongst veteran units to go back and train recruits. I would imagine the commander of the 10th company as being the most hardass drill sergeant known to 40k, and probably the most experienced soldier in the chapter save for the chapter master himself, or perhaps a senior member of the "auxiliary" command staff like Librarians or Chaplains (since they don't go through the chapter's structure like 'regular' marines, it's possible they could survive long enough to be more experienced but not take the place a sergeant of equal calibre would occupy). I can imagine a scout in the Deathwatch very easily. He's just one of the hardcases who used to lead scouts into their baptisms of fire, and happens to have become very adept at doing scout-like things. He can still just as easily slap on some power armour and grab a bolter and chainsword; after all, he's been through all that long before he came "full circle" and started retraining neophytes. The only issue with this approach is that such a character would likely be a magnitude or two of experience higher than any "starting" marine, from what I can expect.
  21. Aside from the core book itself, I'd view the Inquisitor's Handbook as almost mandatory. More career ranks, more interesting gear, and a good overview of some of the particular planets, people, and quirks of the sector itself. It does a great job of rounding out the setting. Aside from perhaps the layout, I can't find anything this book detracts from the game by possessing, at any level. After that, Radical's Handbook is nice. It's like the IH mentioned above, but not as comprehensive and only really essential if your players WANT to turn to the dark side, so to speak, or you REALLY want to pull out all the stops with well-established radical elements as antagonists. Creatures Anathema and Disciples of the Dark Gods are **** good at what they do: providing new antagonists, contacts, and detail into the setting for their respective areas of influence (aliens and beasts, and heretical cults and factions). Unfortunately, you probably won't need these unless you really want a solid, long-term, 'canon' springboard for ideas. The adventures are, well, adventures. Again, good at what they do, but they're not that important unless you're stuck. I wouldn't pass up the opportunity of flicking through them to get an idea of a "standard" adventure though if you're stuck, but personally I use them for nothing more than getting more 'canon' information of locations and the like. Ascension isn't really worth getting anytime soon. Not only is it way out of your league (not trying to sound elitist, but it's designed for veteran players with characters who have finished with regular DH shenanigans), but by the time you get to actually needing it, FFG will likely have put out a reprinted version with a few fixes. That, and a fair few people understandably hate it in general. No harm in checking it out to see where your players will end up, but you shouldn't need to reference anything in it for a long time. That's all my take on it anyways.
  22. Hellebore said: I see space marines as humanity's monsters. Pretty much every alien race in the galaxy is superior to a human; orks are tougher, stronger, born warriors, eldar are faster, smarter and can perfect skills beyond human capabilities. A space marine is a monster created to combat monsters. It is humanity's answer to the creatures in the dark. But in the end, they are still made of the same flesh any other human is made of. Hellebore This is pretty much my idea of a space marine, form a thematic point of view. From a mechanical point of view I'm unsure and don't particularly care too much, though I swing on the "Inquisitor" perspective far more than the tabletop40k perspective. A space marine, to me, is the greatest example of sacrifice. The monster who gave up his humanity to protect that very same humanity. They are not unthinking, unfeeling, killing-machines, but they're not far off in my opinion. There's emotions still present on a base 'human' level, but things like empathy, compassion, and remorse are either bred out, or selectively trained to be associated with what their creators want. I would not expect my players to play a space marine who dives on a grenade for a civilian, or shield a child with his body. It's possible, and not entirely un-astartes-like in my opinion (they are, after all, mankind's protectors), but it's not something I consider a space marine doing. I consider the average space marine to be psycho- or socio-pathic in most cases, or at least exhibit severe symptoms of them for a slightly more "human" astartes. A marine is not trained to be nice; to fetch your cat from a tree. They are trained to violently eliminate powerful threats, and to conduct it with a somewhat-religious reverence. They are trained in this to the exclusion of all else. What would a marine care for knowledge of bartering, conversing, or other such social norms outside of their institution? What use would they possess? Aside from particular in-jokes or specific chapter construction, I can't imagine an astartes having a "normal" conversation outside the relevance of their lives. I can't see a marine saying "Get this one Brother-Sergeant Tiberuius: two clerics, a commissar, and a heretic walk into a bar..." What I can see is "Say, Brother Benedict, you're doing well on boltgun drills. Almost as good as that new neophyte Tulio!" Both marines chuckle at the great sarcastic wit on display then hit the showers. To the average imperial citizen, space marines are incomprehensible angels of death. You ever read the Bible (or similar texts), where people who see an angel freak out, fall to the knees, and instantly believe they're going to die simply by seeing an angel? How they're described in terms not even imaginable? That's what an astartes is to the average person. Feared and respected with a simple religious awe. From the average space marine; we've seen what happens when you kidnap and indoctrinate children to become single-minded killers. Now imagine a culture where this is not only accepted as the norm, but the initiates for the most part want to join the illustrious ranks, again usually for a religious purpose (the sky guardians return to take the greatest tribesmen as a sacrifice to God!). That doesn't leave a lot of "human" left to me.
  23. If your character can mechancially lift it all by himself and carry the gear around, based on their encumbrance (not too hard for someone in power-armour to achieve with a SB of 4/6 and TB 4), what's stopping them, ruleswise. If your GM is saying "nuh-uh, the rules say this and thus we must adhere to them," smack him upside the head for me for being a sucky GM. Preferrably with an old metal dreadnaught miniature in a sock. Firstly, he is perhaps reading the sentence wrong even from a literal sense: the IH mentions "effective use", not use itself. I'd expect a penalty to reloading, perhaps aiming, and probably not being able to Quickdraw it or ready something else with Quickdraw, but the IH does not bar characters from using it solo if they have the stats to carry it. it only makes mention of the ability to use it effectively (what doesthat mean?! THAT'S not in the rulebook!) If your GM is being completely anal about "the rules don't mention it," ask him where the stats for children are. When they don't exist, he must logically conclude there are no children in the 41st millenium. Looks like the Imperium is in for a spot of trouble... a childish argument I know, but it illustrates the point that not everything is capable of being answered by sheer published rules alone. In 40k, terminators can wield autocannons one-handed because their suits and sheer aura of badass give them the strength to do so. Does your GM believe there to be some sort of switch or circuit on the autocannon, which can only be activated in tandem by two seperate users? Maybe you'd do better with an assault cannon,on second thought: that doesn't mention needing two operators...
  24. Graver said: Basically, because RT skills and Talents are about twice as expensive as DH ones, RT characters earn twice the amount of XP so they can still purchase them as regualy... though that begs the question of what the heck the point of all that number changing is in the first place. It seems like a pointless alteration that just makes the game a little less compatible with DH. My thoughts entirely. Perhaps as Zillaprime mentioned it's an attempt at some sort of scaling between two different character "methods" to show a rough level of equality, but overall I feel RT characters lack a lot for their XP, higher characteristics or not. I think either not much effort was put into conjuring up these numbers beyond "Whoah, 35,000 XP! I'm a badass mofo!" or a lot of intense calculations were used to arrive at these values, and it's simply passed over my DH-afflicted mind. I've always believed that, exceptionally poor characteristics aside (rolling snake eyes for everything vs a load of natural 20s), it's the skills and talents combined that make an effective character, moreso than having characteristics through the roof. Given equal XP and all other things equal, I'd take an Acolyte over an Explorer any day of the week.
  25. Gregorius21778 said: In my opinion, one should not even think about "mono upgrade" for a vibe spear. The "special damage" done by a vibe spear is due to some characteristic of the natural material it has been build from. I know that "mono" can be about everything as long as it somehow gives reason to the effect of "mono", but any tempering with material is imho very likely to destroy the "natural" effect. In this case a player asking for a mono vibe spear would get a strict GM-NO-GO from me. Having reread the IH entry out of interest for this, I believe it quite possible that the "vibe" part (which makes it different from a regular spear) could easily be explained by the technique used in its construction (the barbs and whatnot) rather than the material, since nothing special about the wood is mentioned besides being barbed. I would personally have no problem with a PC asking to have the head replaced with barbed monomolecular pins or somesuch approximation of the barbs made with higher tech. I'm totally nicking the idea of a "ranged" moritat; a technosavage with mono-vibe-spears, fragmentation-grenade crossbow darts, and a power axe. This guy sounds like a brutal NPC.
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