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Everything posted by Black_Kestrel

  1. signoftheserpent said: H.B.M.C. said: Plushy said: That handful of background options and a few alternate ranks could've easily kept people happy and made this a perfect package. Although I still fully intend to buy this book, it would not have taken much to please everyone by nixing a few pages of other things. Books do not have unlimited space. It's a simple hard-and-fast reality that there's a certain amount of room for things, and not everything can fit. BYE Why would a DE book require unlimited space? The tabletop codex is half the size of Soul Reaver. Please stop making excuses for FFG's failings. It is not a Dark Eldar codex/splatbook, it iss an adventure featuring Dark Eldar. Big difference between the two. Stop making up arguments and trolling.
  2. Comissars and Abhumans are all in the Eleventh Hour character supplement now available in the FFG web site.
  3. Geez folks, the bonus characters are up already. They are a ratling, comissar and ogryn. It looks like Dark Heresy level power-level with BC rules from what is in the supplement
  4. The problem normally lies with FFG's printer in China or US Customs. The other is that FFG is doesn't warehouse their books to meet a release date (i.e. sitting in the warehouse a few months and then released to distribution to meet a street date) which leaves them at the whims of their printer and/or US Customs. The trade off for this is a lower price for your books.
  5. Its not that I dislike published adventures, its the inclusion of adventures in source books I dislike. I don't mind the adventure trilogies or the 3-in1 adventure books (Purge the Unclean, The Emperor Protects etc.) and much like you I mine them for profiles and ideas.
  6. H.B.M.C. said: And all these books contain adventures. People should really stop being so surprised by it by now. This one is quite a fun one though - certainly different to most of the one's I've read. BYE I'm not surprised at all, just continually disappointed. I really don't care how fun it is, it's wasting (to me anyway) 20+ pages that could be better spent on the actual subject of the book.
  7. Squeeeeeeeeeeeeee!!! Err…Praise the Omnisiah! I was totally stoked reading the contents blurb until I saw an adventure was included. Even worse the adventure involves the Warp, the most over-used McGuffin in official Dark Heresy adventures. That being said, I am confident the Fabricator-General and his hand-selected Artisans will have done the subject fitting tribute. Oh and please, please let there be Imperial Knights in the book.
  8. N0-1_H3r3 proposed a house rule here (http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=179&efcid=3&efidt=505519&efpag=0#505841) that addresses your concern.
  9. N0-1_H3r3 said: As I see it: The Imperium is built upon a lie that was told so long ago that none remain who know the truth it conceals. Generation after generation perpetuate this lie blindly and unknowingly. But, just as the Imperium controls vast resources and possesses vast power, its means are not sufficient for its ends - the unchallenged dominance of humanity across the galaxy. The Imperium is flawed, certainly, but in a way that cannot be fixed by mortal minds, such is the scale of it. The Imperium that the Emperor built was incomplete, a nation of incomparable size forged in a war that had not yet come to its end. When the Heresy happened, it tore apart the Imperium that was and might have been, leaving ruins and scarred survivors who rebuilt as best they could with minds insufficient for the task torn between a childish reproduction of what should have been and a crippling fear of what might be. The contemporary Imperium is flawed not by deliberate malice, but by the inadequacies of its architects, who could not hope to recreate the Emperor's vision in his absence. Those who came after them literally do not know any better, and the Imperium is so vast and scattered that any attempt at change struggles against the cultural inertia of a million worlds and countless generations. Umm…I thought that Roboute Guiliman most certainly knew what the Emperor intended and specifically modelled the the realm of Ultramar to honor the Emperor's intent. I admit that my knowledge of 40K lore is than comprehensive, so I could be wrong.
  10. Forge World put out a two-volume history of the Badab war available here and here. You may find them useful for your upcoming campaign, if you can afford them. If you are in the US your local GW store may carry them and will definitely order them for you. You can also find an unofficial Badab war book written by Bell of Lost souls here. It was written prior to the Imperial Armor books, but is still very useful.
  11. Larkin said: Because it scales worse than the system they introduced. If you want a better field it starts to get strange. 3d10 with any double? Or just tripples? Doubles would come up more often while tripples would come up a lot less. 4d10? Even more of a disparity. With the percentage system they decided on, it's a linear scale instead. And honestly, there is at least one device in BC that just negates shields, they run out after a certain amount of time, and in BC they only go up to 55 anyway. They're fairly balanced for the difficulty it takes to get them already. Black Industries never scaled the field rules, instead they changed how burnout worked. That kept it reasonable. If you wanted a more powerful field adding dice while keeping the double 1 and 0 rules work fine, it is a trade off between negating almost all damage and the field failing. If you really don't like the idea of scaling it with extra dice just add a flat +5 or +10 to the dice roll instead. That would represent the stronger fields just as well. The benefit of the old rules was that you could damage a target with a field, if you did enough damage. With the new field rules you can't.
  12. PrinceOfMadness said: This should help to restrict Force Field acquisitions and give them reason to enter Imperial space. For now, I''m leaving the actual Force Field rules unchanged, although I''m considering creating rules for new Force Fields manufactured by the Dark Mechanicus that function in a somewhat more balanced manner. You may want to look at the original force field rules from the Inquisitor's Handbook for inspiration. Essentially roll 2d10 and reduce incoming damage by the total. If you roll double ones the damage slipped through and is not reduced, if you roll doubles zeroes the field burns out, but damage is still reduced.
  13. Vandegraffe said: Rules as written, Righteous Fury is overpowered when combined with any of the more powerful weapons. I've seen PC's score 70 - 80 wounds in a single hit. Any of the heavy weapons, a grenade / missile launcher with the right ammo, or a storm bolter will dish ridiculous damage.* Cheers, - V. The easy fix is N01-H3R3's house rule (and an adaptation of Righteous Fury as applied to vehicles per Into the Storm) which is Righteous Fury grants an umodifiable 1d5 roll on the appropriate critical hit table. Note that this does not count as Critical Damage.
  14. The Laughing God said: Black_Kestrel said: Per T.S. Luikart in this thread: "That's a fine theory, but that Silver Key is an easter egg as all of DH's designers are big Lovecraft fans. " Regarding Cooger & Darke, I'm not surprised to see references to Ray Bradbury's October Country books either. As mentioned before Something Wicked This Way Comes is well worth reading along with From The Dust Returned and of course the eponymous October Country. Even though it's a children's book you could mine The Halloween Tree for the plot. that link seems to be dead? not working for me Weird, it works for me both in my original post and in your quote. Here is the unadulterated link: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=70&efcid=3&efidt=256015&efpag=0#256032. Copy and paste that into your browser's address bar and it should work. Ironically its a thread you commented on.
  15. Amaimon said: There are cool rules for folowers in Deathwatch book - First founding. For mundane minions you can exchange any trait for +10 to any characteristic (normal limit for minion still aplies), skil or talent. There are also rules for hordes of followers which can be bought for cost of minion +500xp. This horde magnitude equals minions wounds, so its still pretty useless for lesser minions. I mean the better (tougher) the minion the greater the magnitude? Makes no sense. I'd also like to note that minions from Deathwatch start off with FAR more points to spend on characteristics than minions from Black Crusade. 180 vice 100, 240 vice 175, and 300 vice 250. That is the only mechanical difference between the two (along with XP costs, DW minions cost double a BC minion). Are the extra characteristic points worth the increased XP cost? I doubt it. My suggestion would be to make minions from a pool of build points. Lesser minions have 220 build points, minions have 335 build points and greater minions have 520 build points. Build points can be used to buy characteristics on a one-for-one basis while skills, talents and traits cost 10 build points each. Minion creation otherwise follows the rules outlined in Black Crusade.
  16. Ganelon said: Just curious as I don't own all the books in every game system for Warhammer 40K RPG's yet: Are the combat rules and vehicle rules the same in each one? Pretty **** close and improved with each iteration (IMO). Check out the link in my signature for a comparison of the combat rule changes between the various game lines.
  17. Per T.S. Luikart in this thread: "That's a fine theory, but that Silver Key is an easter egg as all of DH's designers are big Lovecraft fans. " Regarding Cooger & Darke, I'm not surprised to see references to Ray Bradbury's October Country books either. As mentioned before Something Wicked This Way Comes is well worth reading along with From The Dust Returned and of course the eponymous October Country. Even though it's a children's book you could mine The Halloween Tree for the plot.
  18. I've been looking and can't find it. Any help would be appreciated.
  19. Welcome to what I hope will be a continuing series of articles on psychic powers for your 40K game. I'll presenting psychic disciplines created from whole cloth along new powers for existing disciplines. Feedback is welcomed along with ideas of what you the reader would like to see. The series begins with the Photokinesis discipline. Photokinesis A rare and unusual psychic discipline rarely seen in these grim days though fragments of lore held in ancient data looms indicate it was better known in the Age of Strife. Photokinetics, colloquially known as the Illuminated use their affinity for light to generate frightening blasts reminiscent of las weapons, create light from nothing or banish it completely, and are even rumored to be able to disappear from sight. Argent Lance Alternate Name: Sol’s Hammer Value: 400xp Prerequisite: Psy Rating 4, Lumen Control, Chromatic Barb Action: Half Action Focus Power: Challenging (+0) Willpower Test Range: 50 meters per Psy rating Sustained: No Subtype: Attack Description: A brilliant beam of pure light erupts in front of the psyker and strikes with the fury of the sun. Just as day conquers night so does the pysker overwhelm even the mightiest of foes. This power is a Psychic Bolt that deals 2d10 Energy Damage, +3 per point of Psy Rating Damage with a Pen of Psy Rating with the Felling (Psy Rating) and Tearing qualities. Blinding Flash Alternate Names: Flare, Dazzle Value: 100xp Prerequisites: Lumen Control Action: Half Action Focus Power: Routine (+10) Willpower Test Range: 4m x Psy Rating Radius Sustained: No Subtype: Attack, Concentration Description: The psyker generates a brilliant, eye-searing blast of light blinding all within line of sight who see it. Beings lacking visual organs and those with optical protection (e.g. Good-craftsmanship photo-visor) are unaffected. Everyone affected must make an Agility Test or be blinded (see page 257 of Black Crusade) for a number of rounds equal to 1d10 times the psyker’s Psy Rating. For every two degrees of success on the Focus Power roll increase the difficulty of the Agility Test by -10. The psyker is immune to the effects of this power and similar effects. Chromatic Barb Alternate Name: Prismatic Spear, Sol’s Fist Value: 200xp Prerequisite: Lumen Control Action: Half Action Focus Power: Ordinary (+10) Willpower Test Range: 40 meters per Psy rating Sustained: No Subtype: Attack Description: The psyker amplifies the ambient light through the lens of his will generating a multi-hued beam of light that burns through his target. This power is a Psychic Bolt that deals 1d10 Energy Damage +1 per point of Psy Rating with a Pen of one half Psy Rating and the Felling (one half Psy Rating) quality. Distort Vision Alternate Names: # Value: 100xp Prerequisites: Lumen Control Action: Free Action Focus Power: Routine (+20) Willpower Test Range: Self Sustained: No Subtype: Reaction Description: The psyker vanishes from sight and a replica of him appears up to 10 meters away from his original location. The psyker is invisible to visual sensors and creatures until the start of his next turn. The psyker cannot be attacked unless his presence is revealed by non-visual means (thermal scope, Psyniscience Test etc.), even then all attacks against him suffer a -3o penalty. Hologram Alternate Names: # Value: 500xp Prerequisites: Psy Rating 5, Lumen Control, Distort Vision, Phantasmagoria, Intelligence 40+ Action: Full Action Focus Power: Hard (-20) Willpower Test Range: 20m x Psy Rating Sustained: Half Action Subtype: Concentration Description: The psyker creates a convincing illusion in the visual, infrared and ultraviolet spectrum of anything he can imagine. The illusion covers an area up to 3m x Psy rating. The illusion lasts for Psy rating in rounds if static or the psyker can choose sustain the power to have the illusion react to events. If a viewer suspects the illusion he sees is false he may make Challenging (+0) Intelligence test to disbelieve the illusion. Lumen Control Alternate Name: Eye of Light and Darkness Value: 100xp Prerequisite: none Action: Half Focus Power: Routine (+20) Willpower Test Range: 50 meters per Psy rating Sustained: Free Action Subtype: Concentration Description: The foundation of an Illuminator’s skills, lumen control allows him to change the lighting in an area. The psyker designates a point within range and increases or decreases the light level in a 2meter x Psy Rating radius by one step (e.g. from darkness to shadows or from lit to shadows) for each degree of success on the Focus Power roll. If the psyker sustains the power he may either increase the double the size of the area affected or move the center of the effect up to 50 meters. Invisibility Alternate Names: # Value: 400xp Prerequisites: Psy rating 4, Lumen Control, Distort Vision Action: Half Action Focus Power: Difficult (-10) Willpower Test Range: Self Sustained: Half Action Subtype: Concentration Description: In an ultimate display of his control over light, the Illuminator disappears from sight. This is true invisibility and the psyker cannot be detected in the visible, infrared or ultraviolet ranges of the electromagnetic spectrum. Creatures and sensors that do not rely on sight can still detect the psyker. Opponents within in 2 meters of the psyker may make a Hard (-20) Perception test to locate the psyker. Even if successful all Weapon Skill and Ballistic Skill tests against the psyker receive a -30 penalty. Any Weapon Skill or Ballistic Skill tests the psyker makes against foes unable to perceive him gain a +20 bonus. Phantasmagoria Alternate Names: # Value: 300xp Prerequisites: Lumen Control, Distort Vision Action: Half Action Focus Power: Challenging (+0) Willpower Test Range: Self Sustained: Free Action Subtype: Concentration Description: The psyker summons a bewildering array of ever-changing images that surround him in combat. This grants the psyker the equivalent of a Force Field with a field rating of 30 that cannot be overloaded. For every two degrees of success on the Focus Power test the field rating increases by five.
  20. A Mechanicum hanbook, followed by a Calixian Psykana supplement. I would also like a sub-sectoral survey supplement.
  21. Honestly I think it will be the Jericho sector. It makes perfect sense based on the current game line-up for the license.
  22. peterstepon said: ... One question, Warhammer 40K has 5 games out, and Warhammer fantasy has 1, how did 40K get so much more attention? Sales and arguably enough different genres/themes to support expanding the game line. That's my theory anyway, I doubt we'll get an official answer.
  23. As an addenda to my previous post there two Archeotech ship components in Battlefleet Koronus that aid Navigators in directing limited or non-existent Astronomicon warp travel. The Warp Antenna makes it easier for a Navigator to find the Astronomicon while the Wapr Sextant adds a +20 bonus to Warp (Navigation) checks
  24. There was another discussion of this subject on the forums in late May and early June. The thread can be found here. I hope it helps
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