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Dr Tak

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  1. I've taken picture of all the maps... did a little photoshop and can now use them on maptools so I can play imperial assault with some friends that are ou of town
  2. Here is the Perils of the warp table... so basically psyker can opt to push and use pshychic powers without resting first... doing so they damage themselves and need to roll on the perils of the warp table. My idea was to recreate the risk vs reward found in dark heresy where psychic powers are strong, but can also backfire ( something your don't see with the Force) I will be releasing the items that the psyker can get from missions and advances you will be able to buy with xp... basically some will lower the psychic powers strain cost by one, some will lower the roll on the peril of the warp table by 1 On the wounded side of the psyker they will lose the cost reduction for using psychic powers and pushing will be at +1 on the warp peril table. I'm also thinking of putting an advance that any hero will be able to take ( except the sister of battle, mechanicus priest and the cleric) that will grand the psyker trait to that hero without the "bonus" from the imperial psyker, giving ways to customize your hero even more and keeping with wh40k lore... the peril of the warp rolls for an unsanctionned psyker will be quite dangerous. Hope you like where I'm heading with my wh40k version of imperial assault
  3. Here are 2 psyker... peril of the warp table will be up soon... I will also do the psychic power card that you stat with and that you can by with xp
  4. I like star wars... but I like Dark Heresy setting a lot more, So after playing a couple of game of Imperial assault, I figure that I could make my own version of the heroes and the "imperials" so that the fluff is more to my liking. In dark heresy, you play to role of agents of an Inquisitor. So keeping with the star wars game... you don't play top notch heroes of the movies, but more vanilla version that can aspire to because legends after the campaign. I did the " bold renagade" hero first in the guise of a vindicare assassin since I fure that I could keep the same stats... and most of the upgrades I'm also working on a psyker, but it will be different from the force since the warp is way more dangerous to use. I'll probably be doing: an Assassin ( already done... but might do a Callidus assassin since it would be very similar to Diala, the exile) a psyker an Arbitrator a guardsman a techpriest a cleric a sister of battle a deamonhost I'm also thinking a making some character radical / puritan so I could make the sister of battle and the cleric part of the puritan side and I could make the psyker and the a deamonhost part of a radical warband and if you mix and match, you would have chances of infighting... I'm mostly at the stage of throwing ideas on the table... so If you have any... feel free to give them to me
  5. (sorry for the double post... but I had posted my question in the wrong forum it seemed) One of my friend who work for a gaming store loan me a copy to try out... so I was wondering if I should buy this game. I just played a couple of tutorial and aftermatch mission as the IP and we had questions about the game. I appologize if it's somewhere in the rules... I tried to find most of the answers, but it's still 2 books to go through without going over something. we where 3 players, so both player had the legendary card. Question 1: since we have no idea about the other scenario, we were wondering if the rebel players could just "always rush" the objectives without killing the imperials... 1st go at aftermatch, they took 3 turn to open the door while i kept reinforcing my stormtrooper card... and then the player who was playing the jedi just open the door, got seriously injured by the e-web blaster, but still managed to destroy all the consoles whitout killing anything else beside the e-web... So basically... will this always be the "best way" to win for rebels ( i'm just wondering about the longivity of the game if players always end up doing the same strategy (basically the same problem with game like pandemic and Camelot) Question 2: yes you can rush the consoles... but do you really have time to open the chests? Question 2-1: if the 1st player finishes the objective... do you finish the turn? hence letting other players open chests, etc... Question 3: is there a way for the IP to block a path whitout putting 2 miniatures deep or can the hero just spend more movement to just go through? Question 4: I'm sure it's in the rules... but do other miniatures block line of sight? Question5: in your personnal opinion... after doing the campaign a couple of time... what is the replay value of the game? Thank for your time note... I wish it had been a warhammer 40k game... i do prefer it to starwars
  6. One of my friend who work for a gaming store loan me a copy to try out... so I was wondering if I should buy this game. I just played a couple of tutorial and aftermatch mission as the IP and we had questions about the game. I appologize if it's somewhere in the rules... I tried to find most of the answers, but it's still 2 books to go through without going over something. we where 3 players, so both player had the legendary card. Question 1: since we have no idea about the other scenario, we were wondering if the rebel players could just "always rush" the objectives without killing the imperials... 1st go at aftermatch, they took 3 turn to open the door while i kept reinforcing my stormtrooper card... and then the player who was playing the jedi just open the door, got seriously injured by the e-web blaster, but still managed to destroy all the consoles whitout killing anything else beside the e-web... So basically... will this always be the "best way" to win for rebels ( i'm just wondering about the longivity of the game if players always end up doing the same strategy (basically the same problem with game like pandemic and Camelot) Question 2: yes you can rush the consoles... but do you really have time to open the chests? Question 2-1: if the 1st player finishes the objective... do you finish the turn? hence letting other players open chests, etc... Question 3: is there a way for the IP to block a path whitout putting 2 miniatures deep or can the hero just spend more movement to just go through? Question 4: I'm sure it's in the rules... but do other miniatures block line of sight? Question5: in your personnal opinion... after doing the campaign a couple of time... what is the replay value of the game? Thank for your time note... I wish it had been a warhammer 40k game... i do prefer it to starwars
  7. my girl friend has an LG optimus P500H... she has adroid 2.2.1 on it but when she tries to buy the app, it sais that it's not supported by her phone... is it : a phone problem a memory problem... she has 95 meg of free space and more importantly... is there a way to make if work? Thanks
  8. wow... thanks alot guys... We were 2 people who had read the rules... but sometimes missing a critical sentence makes a whole difference... Many thanks to you both
  9. First... I really love this games, but the rules and the FAQ leaves a lot to interpretation... questions: 1- If while turning the dial at the end of the turn, one player gets "victory", while another get bonus VP and gets to 50... who wins? 2- If a card or a figure (like the graeat unclean one upgrade) puts corruption tokens on a region and put the total token to 12 during the summonning phase, is the region ruined at that moment, or can other player put cultists to be able to cash in the "ruination" of the zone in hte corruption phase? 3- With the graet unclean one upgrade... can you summon him time and time again in the same place in the same summoning phase to get more than once the 3 corruption tokens? 4- does teleport count as a summon? (in the event that there is a card preventing summons from a zone). 5- if an event card that used event token "is pushed out of play by other cards who doesn't use event tokens) does the token stay on the board (is the event related to this token still in play) or do we remove it? thanks for your imputs. right now I had a tie between khorne and slaanesh (hence question 1) and a close win by tzeenth (dial win)
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