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Melil13

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Everything posted by Melil13

  1. I have a small group of beginners who need an experienced GM to teach them this new system. Saturday's 10pm Est Roll20 Skype
  2. I recently found a group of people who want to learn how to play this very intriguing system. Saturday's 10 PM EST Time Roll20 or over Skype (virtual) We are all brand new and need someone with patients and strong system mastery to at the very least teach us the system.
  3. Those are both mechanics, only eat is objective based, literally. Dark heresy is more story driven.
  4. Only war is focused around conflict and combat, your missions usually revolve around a conflict and your objectives are to help resolve the conflict. I.e: Orks are raiding this planet 1st objective: Retake communication tower and send out distress signal 2nd objective: Recon missing battalion 3rd objective: ect Dark heresy is about investigation, you are sent out to look into the dark corners and flush out any threats to the imperium. Investigation and Social skills are a bigger focus, where as your enemy won't be so blatantly obvious and ur missions more subtle. I.E: There has been a murder of a retired Imperial Officer, he had made contact with the inquisition before he died seeking help. Lead 1 his servants mention a Connection to an artifact dealer Lead 2 the dealer remembers the officer brining him a strange artifact not long after some unknown woman came asking about it. Lead 3 the woman is part of a cult and they think the artifact brings the dead back to life, or will grant them powers or what ever and now you must stop them.
  5. Pointing out of 90 of the book the Psyker elite advance: • Gains the Psyker trait, the Psyker aptitude, and a psy rating of 1. You aren't totally gimped by going rogue Psyker mechanically. You just have to pay a bit more for to catch up for There is also the +10 to phenomenon, but you can push more though not recommended. And you don't start with a focus so you Miss out on +10 (psyrating 2) and + 10 focus which believe me sucks untill u req it. RP wise you have to have a bit of a radical group ;p good luck with that lol. My group hasn't found out I am a unsactioned Psyker yet. It will be fun there is a SOB lols.
  6. One way I do it is by having a leader in the acolyte cell, giving him the leadership Aptd for free (It's useless anyways). Then instead of pressing all of them to act you just have to let the one guy know what needs to be done. Then he gets the group moving in that direction. I have a military background and it just works for stuff like this ... Tell the SGT what has to happen and let him get it done.
  7. For any who are interested I have a GM and am accepting player applications.
  8. https://app.roll20.net/forum/post/3357405/your-characters Check us out on roll20 and apply to play. Don't PM me here I tend to not get messages.
  9. If you want players to fight you have to give them a reason to put their lives on the line. Protecting an artifact Fear of failing their Inquisitor No escape or out of time Most of the time it's, oh boy we found heresy better go tell someone else who can deal with it. You have to pull them out of their scout mindset and put them into the its us or nothing mindset.
  10. I have a very strict time slot for any type of RPG games. So i decided to build a group around my time slot and try to find us a GM. I would love to run through some of the prewritten books as i have yet to play any of them (including most of DH1s). To create a standard for any games that develop: Rolling stats as per book Core and enemies within Only one psyker (maybe 2 based on group) For any GMs who may be interested i have close to 100 Tokens already made and am working on adding a variety of different maps. I would of course be up for helping create any tokens or maps necessary to help a GM run his particular game as well. I just cant find the time to sit down and dedicate the time to GM an actual game. Alot of these are from the game i GMed previously that ran short because of my Work/School/Family life. Players May Also Apply Below with character Concepts, and focus. Players will only be picked after a GM has been determined. IE: I want to Play an Imperial Guardsman, I want him to focus on social and investigation skills.
  11. Roll20 ftw With the correct api loaded for ur game it gives you everything you need to play. And the maps and handouts aren't too difficult to use at all. I combined it with a token program from another publisher and I can make tokens out of anything.
  12. I think they are fine and I love mine, you think 3/3/3/2/2/1 is the min? I have 3/3/2/2/1. Back to my original post is do you think I should drop some specializations for another 3? I planned for 2 first rank and 1 second rank talent.
  13. For 10k a pop you can't expect that to be the equalizer for a droid PC stat line. And to clarify those are the only ones worthwild that affect a character stats. Sure the hidden compartment is cool, I don't plan on piloting or using heavy weapons much so not really drawn to those cybernetics. You supposedly can't have a battle type droid due to canon outlawing. So mounting a weapon is probably a bad idea and u can just do it as a droid ect.
  14. I for one am not having an issue with starting stats or skills. I know its not an optimal build and I am OK with that. I have decent combat abilities and can repair stuff with abit of streetsmart and coersion. But I don't think the excuse should be you can have 6 cybernetics instead of 4 because honestly Legs Arms Brain are the only ones that affect and everyone can have them. It's not really a perk ... Now if they would be found cheaper for a droid that would have been a plus. Nor is the hey you can have anything interested into ur PC a big boon. When stuff like a restraining bolt could just as easily disable you as a number of other items.
  15. I don't think my idea is munchkined in any particular way. He is a droid which is perfectly legal and he is a gadeteer because I can make one. Cannon wise I see that they are outlawed but this is edge of the empire. So I would expect some outlawed stuff. I am not incorporating any leathal weapons into my droid, and going to work with another PC as his protection droid. My stats aren't anything to write home about, I may want to increase my cunning. I would then be the streetsmart one of the duo.
  16. So... i had a PC idea in mind of a bounty hunter droid, gadgeteer sticking out to me. The idea is using Pistols/Rifles for long range, and as i approach my target switching over to my Brawling weapon of choice. Maybe with a few other gadgets and armors to provide various tricks and so forth. What would you all think Shock or VibroKnuckles? What build advice would you suggest? From little searching around people say Brawling->Doctor for Pressure points. I mean how worth is it to spend all that XP for a specialization for 3-4 talents? So i grabbed Defensive Stance and Jury Rigor for starting talents Stats 3Brawn 3 Agi 1 Presence 2 everything else What would you change? I dont want to gimp my self with my ranged abilities just to become some brawling death machine.
  17. I can defiantly see that needing some tweaking, if a hot shot las gun lost all that energy it would have exploded. It is defiantly worth discussing with you GM and group. I was defiantly caught unaware of how Jamming workings, like alot of rules in DH it is kind of extreme.
  18. They use to apply rending vs everything including vehicles on a nat 6 back 2 editions now, for those of us who remember that far back. To be fair the newer editions have changed things a lot. So from that perspective would that change anything? Any my note of changing Razor edge to a standard +4 was only to try and appease the one poster who wanted it toned down a bit more.
  19. I think the opening adventure found in the core book has a good take on an dungeon crawl, if you keep up with the adventure it plays out like a chase scene. Your party dosnt have time to rest 24 hours unless they miss a certain important encounter here. And since there are several deadly battles in this adventure and it ends with an even more deadly battle it really lives up to the dungeon crawl. *Arrive Here search for clues *Follow clues to Group X before they are silenced *Group X brings you to Target Alpha *Target Alpha has information about "Main Plot to be carried out at this time" *Will your players make it in time? Will they stop the forces of chaos? What will happen if they fail?
  20. Keep in mind at the heart this is an investigation game, and as such combat is not the central aspect of the game. A powerful sorcerer or heretek will have protections that make mere autoguns/Lasguns a joke. I think the standard adventure in the book ends up with a deamon that has 14t ... an auto gun or las gun has no chance of really threatening this thing. The strength of these weapons lies in their ability to cause pining or crit fishing with full auto/semi auto. I would argue that while these weapons are in effective at ending a fight through pure dmg, but they can have a lasting impact on the overall fight. Forcing to keep enemies heads down while the party takes down a necessary target, picks them off one by one or achieves another important objective. On big bad bosses hopefully you packed some man stopper bullets or some other type of ammo for dealing with certain targets, and then you pepper them with it searching for that Righteous Fury, critical dmg can be a serious combat changer. Autoguns and las guns have some of the best ammo upgrades in the game that can rival even the more deadly weapons. * Peppering the Deamon with Holy Bullets * Loading up Man Stopper Bullets for armored targets Ect.
  21. I suppose they could have introduced a vehicle killer trait, but Dark Heresy has very little to do with combat. At its heart this is an investigation game, if you want to go run around chopping tanks up then i would imagine Only War would be better. (If it isnt thats a design flaw of that system) And in Table Top a Sniper rifle can pen a lightly armored tank by hitting the side or back armor and rolling a 6 to become AP 2 or 1 or w/e. 3d10+4 Pen 3 = 22 dmg on avg which is the armor points on the chimira side armor. Also in table top melee always hits the rear armor so 16 ... 2d10+x2 str pen 9 ... that would work vs even the side armor of a tank. I think the debate with the Evisorator and Power fist is that the Razor Sharp talent shouldnt be as powerful ... a straight +4 to pen would have put it on par with a powerfist (where it should be).
  22. Did you take into your example of how soak works? With auto/semi weapons having to deal with soak per hit. Where as the sniper rifle can stack all its extra D10s onto one Hit. That's a big difference that can add up. My question would be can you count on Autogun Crits enough to ignore the Sniper Rifles big single shot? I mean 3d10 (One shot) vs 5d10(5 Shots) sounds scary until you start subtracting Cover/Armor/Toughness per shot.
  23. For a tank type role look at the bodyguard from acension. And this is DH if he has a powerful enough weapon he is a threat. To that end I would also like to see it incoperate a heavy weapons component. Making him a true tank...
  24. In my party we are considering increasing the necessary degrees of success for added dice and messing around with dice caps. Though we leave it open that if the PC spends a full round to aim he gets it at its normal rules. Our intent is to not do away with it completely but tone it down so that the huge dmg has a trade off.
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