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Decessor

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  1. Hello all, it's been a while since I posted in the FFG forums. A few years in, I'm left wondering if any house rules have proven widely valuable in DH2 games. I'm thinking along the lines of MathHammer improving ship combat in Rogue Trader. What do you think are the best house rules for DH2?
  2. Legal concerns perhaps. http://www.weaponslaw.org/weapons/exploding-bullets http://gun.laws.com/ammunition/ammunition-illegal-and-controversial-ammunition
  3. The nature of Deckard's pistol is a topic that has been long speculated on: http://futurewarstories.blogspot.ie/2014/08/the-weapons-of-sci-fi-deckards-blaster.html
  4. I've been asked by a player about the Infernus heavy bolter. Does anyone tell me how it compares to a standard heavy bolter?
  5. I do second the notion that getting Rites of Battle is a good idea. The Emperor Protects is a very decent adventure arc, played most of it through in a Jericho-based Rogue Trader game. It does benefit from a killteam who have had a little experience and especially one who invests in a broad range of skills. The background books have tonnes of story hooks. I made good use of the Canis salient ideas in The Jericho Reach in my own Deathwatch campaign. My favourite NPC? Ebongrave. His paranoia has consequences for the entire Canis salient. And to a point, he's justified. There's more on him in the Rising Tempest adventure book.
  6. Deathwatch - Core Rulebook Setting: Achilus Assault The Jericho Reach The Outer Reach Bestiary: Mark of the Xenos Character options: Honour The Chapter Adventures: Emperor Protects Ark of Lost Souls The Emperor's Chosen Enjoy!
  7. I've experimented with house rules giving the second weapon in combi-weapons more shots. For example, three shots for a combi-plas means a maximal shot is possible. As for reloads, afaik those are legal in standard Deathwatch.
  8. I'm curious but I don't play the wargame. If there's any good background or interesting wargear, I might see about adapting those for the RPG.
  9. Ah! I missed the "once per battle" bit.
  10. While Hellfire rounds were originally designed for fighting Tyranids, I doubt a Deathwatch marine would be denied them if he had a decent argument for why he believes they'd be useful on a mission. The overall amounts and quality of gear they receive is staggering compared to even veterans in their home chapters. That would be a good combination but I'm pretty certain weapon-tech doesn't improve bolt weapons. Energy weapons and weapon-tech are devastating though, e.g. the Barrage Plasma Gun on full-auto.
  11. A clip of hellfire rounds is a good choice for the tactical marine's free special clip. It's great against hordes, it's great against normal enemies, and it's just fantastic against tyranids. Fire selectors are insanely cheap for their benefit. Jump packs add so much mobility when a killteam all take them. I always take combat webbing. It helps me justify carrying all of the other stuff.
  12. Archeotech can be traded. But it's a market for the very rich and the very well connected. Finding archeotech takes serious contacts, for reasons mentioned above.
  13. This reminds of a black crusade game I was in. One of the many memorable player characters was a very large, very jolly follower of Papa Nurgle named Nicholas Santo. Determined to give "gifts" to all and sundry.
  14. Precisely. According to others I have talked to (and personal experience) GW has never differentiated between bolter patterns power-wise. So I put this down to inconsistent design on the part of FFG. It seems to be their trademark when it comes to the SoB. Bolters clearly have recoil in the setting. A two-stage gyrojet gun still has recoil. https://www.reddit.com/r/AskScienceFiction/comments/35c6zq/warhammer_40k_do_bolters_have_recoil/ And FFG's position on astartes bolters versus human bolters has been quite consistent. Check out the "Weapons of the Astartes" sidebar on p173 of the Dark Heresy: Inquisitor's Handbook. Personally, I agree with their stance that the far stronger astartes should be able to carry more powerful weaponry than even power-armoured humans could.
  15. Good job on sitting him down for straight talk. A suggestion. Let him upgrade his existing armour to master-crafted with signature wargear (master). But I wouldn't let him get to pick a new suit for the hell of it.
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