Jump to content

professor_kylan

Members
  • Content Count

    405
  • Joined

  • Last visited

Everything posted by professor_kylan

  1. I've been handing out around 500 to begin with, which seems to work. Starting characters are a little more potent than standard Dark Heresy, which is something to keep in mind. The Talents were largely selected from Black Crusade, but there were a couple that only existed in DW or RT (Not sure if Hot Shot Pilot was anywhere but RT off the top of my head) I do have some more house rules which I'll probably end up posting as I tidy them up. The big ones are probably how we roll dice (Roll against the same targets as in core rules, but Degrees of Success are given by the tens dice. Speeds things up) and a big change to The Flesh Is Weak. There's stuff that changes how Voidship combat works for RT style games, but that'll be posted over there!
  2. Let me start with a mandatory link to my combined house rules http://community.fantasyflightgames.com/index.php?/topic/94048-40k-unified-rpg/#entry915872 because it sounds like it could help with not having to choose a system Moving on though, can I recommend something a little different? Head off the reservation. Rather than a traditional Dark heresy game, why not start with something like an Underhive game, or an Arbites squad. If your strength as a GM is your love for the universe, share that with the group. If you can share your enthusiasm to the group, they'll all want to explore the universe with you and THAT is where you've got a common link with your players.
  3. Slight de-rail of the thread here - I've actually been working on a supplement for a while. two parts - new rules (bringing DH, RT and DW together into a unified system) and a sub-sector supplement for the Cyclops Cluster - one of the regions of the Gothic Sector. Still trawling for feedback on both, I'll try to be cunning and say, "Hey, maybe you could get some ideas from stuff I've done and vice versa?" and see if that sparks interest The Cyclops Cluster https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing 40k Unified RPG project (beta rules) https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing
  4. Given how I'm spamming all the other threads on this board at the moment, I figure I'll stop in here and say hi. I've recently been working on a unified 40k rpg, and one of the goals of it was to try to be able to run Scout -> Veteran astartes games with people being able to play characters from the same chapter, of the same specialisation (Four tactical marines and a devastator in a combat squad) and still have each character different, interesting and viable. I'm yet to run a single chapter astartes game (as much as I really, REALLY want to), but I'm always looking for playtesters to see if my rules work! When it comes to Cohesion, I'd run it like core DW with few modifications personally. The only big change I'd make is auto-replenishing d5 cohesion after each battle. Just get ready to REALLY up the amount of baddies you need. http://community.fantasyflightgames.com/index.php?/topic/94049-40k-unified-rpg-project/
  5. If only a handsome and sexually potent gentleman genius had recently gathered together some (still in beta testing) rules for such interactions! Oh, what a master of the written word and intellect beyond imagining he must have! http://community.fantasyflightgames.com/index.php?/topic/94049-40k-unified-rpg-project/ Still looking for feedback to improve - give it a look and if you think it'd solve all your problems, let me know! If, on the other hand, it looks like it would cause nothing but pain, suffering and the rising of dark gods, also let me know!
  6. Let's look at this in a slightly different way.A moon flying around with engines on it is undoubtedly badass. How abotu this as an endeavour? The Amaranthine Engine Minor endeavour +3 PF The Inquisition has recently lead a war of extermination against the Amaranthine syndicate, a crime organisation made up of multiple xenos species. The war was a simple and fast one, but as the last amaranthine stronghold was destroyed, their leader activated their last doomsday weapon - one of their homeworld's moons. Designated Haephastia by the Ordo Xenos, the moon has been fitted with Fra'al gravitic drives, layers of tectonically reinforcing void shields, and automated defences. The warp shock of the Haephastia entering the immaterium created a storm that has left the inquisitiorial forces stranded, but the ranking inquisitor on site, Inquisitor Marios Fel, has managed to get a message out to all free captains, warning them of the rogue moon, offering a hefty reward for destroying it. Objective 1: Locate the Haephastia Themes: Exploration Finding the rogue moon may be the hardest challenge of all. As it travels through the warp, it leaves a storm behind it that can be tracked by skilled navigators. The disturbances as it flies near systems can be felt by all, leading to nightmares and riots on inhabited worlds which could also used to chart a path. Objective 2: Boarding the Beast Themes: None To the horror of all imperial subjects, the Haephastia is on a direct course to collide with [insert name of favoured local Hive world here], an event that would easily kill twenty billion loyal members of the imperium and cripple manufacturing for the Imperial Guard and Navy. By the time it translates, it will be far too late to stop it, the only chance will be to dare a risky warp-docking. This will require the navigator to perform the most difficult act of navigation in their career, negotiating the wake of the Haephastia. The ship will be suffering, requiring the agents of the mechanicum to sooth the tortured vessel. The captain must hold the crew's morale during this most dangerous of actions, and all hands will need to work as hard as they ever have to hold the ship and her people together long enough for this to work. Objective 3: Kill her. Themes: Military, Criminal The geller fields merged, your vessel has docked on one of the thousands of towers dotting the surface of the moon-weapon. All that is now required of you is to explore the heart of the machine, fighting off the heretical thinking machines that patrol and defend it, find its reactor core heart, set it to explode, run back to the ship and fly away with an explosion happening behind you that you won't look at. If a cargo hold worth of xenos trinkets happen to make their way aboard, destined for the black market...
  7. I'd run it as a skill challenge/opposed roll capping out at a certain number of successes required, but I'd run it like this: Both players describe their actions and gain a bonus for epic stuff (you know the sort). Just a plus ten or so. Both players then make their rolls, but can roll weapon skill, ballistic skill, or any Skill that is appropriate to the description. i.e. Rolling Scrutinise to judge what they're about to do next. Bluff to mislead before a daring attack. Hell, even Scholastic Lore [Codex Astartes] to remember the best form to face off against a single opponent in melee combat. The Important thing though, is that you can't use the same roll twice in the duel. If you no longer have a trained skill or characteristic left that you can roll, you lose. Your opponents wider range of training has bested you this day. Could be a fun way to make people roleplay a duel
  8. *coughcough http://community.fantasyflightgames.com/index.php?/topic/94048-40k-unified-rpg/ coughcough* I've thrown an open ended system together for DH/RT/DW that should go on for as long as a game needs. (The fact that I'm looking for groups to test it to find any weaknesses is just a coincidence, honest )
  9. I use a modified Rogue Trader psychic power rules set, with Overbleed coming from additional degrees of success on the invocation test. I find it's a little more balanced that Dark heresy core. Most of the core systems I use are from Black Crusade, as that was the most recent core book that was out while I was working on the rules. I haven't got Only War yet, but when I get to tightening up the vehicle rules I think I'm going to have to
  10. For those interested - this is the first run of the Space Puppies rules that I'll be adding in. Still need to double check some of the balances and run it past the Space Wolf fluff monkies I know. If any of you are Space Wolf fluff monkies and have issues/comments/praise to throw at me, let me know. Birthright Son of Fire: Those born to a Fenris summer are skilled sailors and strong in the arm. They are a rowdy lot, moving and raiding from place to place as their whims take them. Sons of Fire gain the Survival or Operate [Primitive] skill. THey gain +5 Strength or Perception, but suffer -5 Intelligence or Fellowship. Son of Ice: The Fenrisian winters are a time of community amongst the jarls of Fenris. The longhalls are alive with cheer, fire and mead as a stark contrast to the bleak ice outside. The greatests Skalds are born to the deepest winters, and even the Fire-born use this time to sing, drink and boast. Sons of Ice gain the Survival or Trade [Orator] skill. They gain +5 Perception or Fellowship, but suffer -5 Ballistic Skill or Willpower. Son of Changing Skies: The time between light and dark, between fire and ice, this is a time of power according to the wolf priests and the rune casters. Children born when a season changes are spoken of in hushed whispers by their peers as otherworldly. The rune casters examine them for power, and rarely find them wanting. Sons of Changing Skies gain the Psyniscience or Trade [Rune casting] skill. They gain +5 Perception or Willpower but suffer -5 Weapon Skill or Fellowship. Genolegacy Wulfen-born: +5 Weapon Skill and +5 Perception Skald-blood: +5 Perception and +5 Fellowship Lone Wolf: +5 Toughness and +5 Perception Motivation Saga of the Kraken Slayer Saga of the Bear Saga of the Death Wolf Badges Saga of the Wulfen Slae Requirements: Athletics, Common Lore [space Wolves], Dodge, Speak Language [Chapter Runes] and Stealth trained. Pistol Weapon Training [bolt] learned. Must have hunted and killed a Fenrisian wolf. Benefits: Signature Wargear [bolt Pistol], [Combat Knife] and [Astartes Power Armour] gained. Implant XX trait received. Must make a Malignancy test as if the character had reached 30 corruption. On a failed test, gain a malignancy. This malignancy must be thematically appropriate to the Canis Helix and does not count as a mutation or malignancy for the purpose of psychic powers or further corruption gain. Saga of the Blood Claw Requirements: Saga of the Wulfen Slae. Common Lore [War] and [Adeptus Astartes] trained. Killing Strike, Melee Weapon Training [Chain], Unarmed Master. Benefits: Signature Wargear [Chainsword] [3x Frag Grenades] Saga of the Red Snow Requirements: Saga of the Blood Claw. Scholastic Lore [Legends]. Basic Weapon Training [bolt]. Heavy Weapon Training [bolt or Launcher] Benefits: Signature Wargear [boltgun] [3x Krak grenades] Saga of the Grey Hunter Requirements: Any Three Space Wolf badges. Scholastic Lore [book of Russ]. Adopted into a Great Company. Benefits: Astartes Weapon Training
  11. I'd recommend some non-standard action sequences to break up the full on combat. I've run for similar groups before and here are a couple of scenarios that we had a lot of fun with: *The Kill-team has to infiltrate an otherwise impervious fortress. The sheer number of archenemy troops would make an attack by even a Deathwatch Kill-team an ineffective suicide mission - it would require a Titan Legion to break the defenses and one isn't available. The enemy use a lot of slave labour in their work, including a large number of gene-stock. The PCs are commanded to infiltrate the base with no armour, no weapons but what they can scavenge, and breach the defenses so that a mundane army can assault the base. *A mission set on a reclaimed shrine world. Explosive damage weapons are explicitly prohibited as the Kill-team deals with xenos infiltrators without any property damage. Renown can be lost for even a successful mission if damage is done to the sanctified masonry or pilgrims. *Some "acolyte work" has come up, but early indications suggest it may have some clue to the nature of the Primarch of one of the Kill-team. If the group just ignore the plot thread, their chapter will contact them to inform them that the Inquisition/Ad Mech have taken the information and are not releasing it to the chapter and that the Astartes can either choose to recover the information OR not bother returning home.
  12. Because Space Wolves are going to be a fairly special case and I haven't got any amongst my group, I've been lazy and left them out for now. Needless to say, their unique organisational structure will mean they'll get a different badge layout to begin with.
  13. Thanks mate! Honestly, if someone from FFG is reading this and needs a freelancer, MORE than happy to apply!
  14. Sorry about that - still new to Google Drive. Should be good to go now!
  15. I've been working for some time on a unified RPG for the 40k universe, stealing aspects I liked from each of the core FFG systems and hammering them together into something similar, but a little stranger. The idea was to be able to give players a certain amount of XP and they could make practically anything in the worldframe they wanted, with some vestige of balance thrown in for good measure. I've been playtesting this with my group for a while, with Dark Heresy, Rogue Trader and Astartes characters all making appearances, and I'm now looking for outside opinions. Right now it's still a little rough and ready, but I feel it's complete enough to get a general feel for the concepts involved. Many of you will note that some of your favourite chapters are missing from the Astartes rules - so far I've only knocked together the chapters that are present in my campaigns. I'll be fixing this soon and I'll post an update - I just need a break for a week or so! If you have any thoughts, I'd love to hear them. Thanks for your time! https://drive.google.com/file/d/0ByhgPzi5giNyUWFDWENtdzZPdmM/edit?usp=sharing
  16. I've been working for some time on a unified RPG for the 40k universe, stealing aspects I liked from each of the core FFG systems and hammering them together into something similar, but a little stranger. The idea was to be able to give players a certain amount of XP and they could make practically anything in the worldframe they wanted, with some vestige of balance thrown in for good measure. I've been playtesting this with my group for a while, with Dark Heresy, Rogue Trader and Astartes characters all making appearances, and I'm now looking for outside opinions. Right now it's still a little rough and ready, but I feel it's complete enough to get a general feel for the concepts involved. If you have any thoughts, I'd love to hear them. Thanks for your time! https://drive.google.com/file/d/0ByhgPzi5giNyUWFDWENtdzZPdmM/edit?usp=sharing
  17. I've been working for some time on a unified RPG for the 40k universe, stealing aspects I liked from each of the core FFG systems and hammering them together into something similar, but a little stranger. The idea was to be able to give players a certain amount of XP and they could make practically anything in the worldframe they wanted, with some vestige of balance thrown in for good measure. I've been playtesting this with my group for a while, with Dark Heresy, Rogue Trader and Astartes characters all making appearances, and I'm now looking for outside opinions. Right now it's still a little rough and ready, but I feel it's complete enough to get a general feel for the concepts involved. If you have any thoughts, I'd love to hear them. Thanks for your time! https://drive.google.com/file/d/0ByhgPzi5giNyUWFDWENtdzZPdmM/edit?usp=sharing
  18. Thanks for the feedback guys! (Double thanks for making it positive ) Once I've got it a little neater, I'll post up the rest of my beta rules - see if any of you'd be happy to playtest them out, or just have a look over.
  19. Over the last few aeons (by the feel of things) I have been working on a revamp of the RT, DW and DH rules to tie everything together into a single unified system. I've recently been playing with rules for Profit Factor/Influence in a way that makes combining them into a single group a little easier. The core idea is that each group has an Influence rating, which can be used for acquisitions and the like, and each player has a personal rating which can be spent to improve the groups overall Influence or modify influence rolls that character makes. One of the aspects of the system that isn't immediately addressed in the following document is that Endeavours add to each players personal Favour (ie Profit Factor) rating, rather than the group Influence rating. Other than that, I hope it all makes sense! I'd love to get some feed back, even if that's just you yelling "YOU SUCK!" at the screen a half dozen times then trying to find an online service that unleashes packs of wild dogs on people you don't like. https://docs.google.com/file/d/0ByhgPzi5giNyTlB3OW5QNlI0YmM/edit?usp=sharing
  20. Here's a picture to introduce my reply. The Ordo Xenos, overruling the Lord Solar's stance, decides to open negotiation with the Tau in the Jericho reach in order to find some way of winning this seemingly unwinnable crusade. The Deathwatch assigns a kill-team to act as bodyguards for the overture. Sprinkle in a couple of combat missions where the Deathwatch go into battle alongside Tau forces as "neutral advisors" against the mutual foes of both sides - the Tyranid and chaos forces at work in the reach. Then, upon returning from a mission, have them witness the assassination of the Inquisitor. The Ordos contact them, telling them that there's another ambassador on the way, but until then they need to keep the negotiations alive while investigating the death of the inquisitor.
  21. Okay, if your guys are going to burn down genestealer stats anyway, take another approach. The Ordo Xenos has been observing a new and potentially devastating tyranid xeno-form originating on the outskirts of Hive Fleet Dagon. Reports from survivors of the attacks of this breed indicate that they are an infiltration organism that are capable of independant breeding. A secondary organism deposits a fist sized seed pod into the vitals of the victim and disorientates the victims mind, making them largely forget the incident. Between a day and a week later, the gestating creature has absorbed enough nutrients to burst forth in a spray of gore, and begin to hunt non-tyranid creatures around it. The civilian void station, Vendegrath Orbital, was towed into position around a gas giant where its crew were informed they would be siphoning gaseous promethium for the crusade efforts. The location was secretly selected by the Ordo as a prime hunting ground for this new xenos threat. Within four months of their deployment, the crew of Vendigrath Orbital granted clearance to a inter-system garbage scow to dock. One of the scows crew was infected with the organism which subsequently gestated, burst free, and infected the Vendegrath crew before eventually being destroyed by a vengeful crew armed with refining lasers. Fortunately, the infection was spread, and the Ordos now have twenty field subjects to experiment on to discover the weakness of this news species. The Deathwatch have been summoned, as the creatures are lethal to humans within moments of their eruption. Moreover, the Imperial Guard would be ill suited to dealing with the creatures - they would be too likely to kill them, rather than contain them should the unthinkable happen and one of the victims erupt before they are escored to the cyrogenic pods on board the astartes vessel. The mission is a simple one. Escort twenty prisoners across a space station to cyrogenic pods. if any of them don't make it, capture (not kill) the greatures and store THEM in cyrogenics pods. They're not a threat to the astartes of the Deathwatch, but their acid will certainly damage the armour. if your players just kill them outright, the Inquisition will start stripping renown like it's going out of fashion. You can time the chest bursters to pop out whenever you want to - probably at really unpleasant moments. if your players insist on terminator armour all the time, this mission will punish their slow moving asses.
  22. How much non-combat stuff are you running? I found to get my players into character, it helped me to start running missions from when they got the mission, to after they had given their mission report to the Watch-captain. As a general rule, it folllowed these stages. 1.) Receive mission, mission intelligence and requisition. Retire to Strategium. 2.) In the strategium, the characters (not players) may make enquiries about mission objectives with the Interregators on board. Requests can be placed to local navy, Departmento Munitorium and any local Astartes chapter for assets to be deployed. each one of those contacts should have an NPC face. Don't let your players just write down "Imperial Guard Asset - Reserve Platoon. 15 req" on their sheets; let them inform Major Szantovitch that the Rebo 132nd "Justicars" are being requisitioned by the inquisition. 3.) To the Forge! The master of the forge needs to release the weapons and vehicles that the squad take with them. Do they treat their equipment well? If they keep bringing their rhino back damaged, there's a good chance he might be less happy to give up the goods. he'll do it, of course, but he may take the group to task about their poor handling of the sacred machina that he gives them. 4.) Grabbing Relics? To the chapel, where the Chaplain of your watch house will ritualistically lower the stasis fields the relics are kept in, bless each one seperately, and allow special chapter serfs to bear them to the arming chambers. 5.) Pregame. What do your astartes do before the mission begins? Do they pray in the chapel? Feast, drink and sing? Go down to the training cages to get just a little extra practice in and to get their body producing combat stimms before the mission? (NOTE: It sounds like this might be the step your guys need help with, get ready to provide options. Don't let them all just pray though. Or if you do, work towards making it interesting - maybe work out a sermon the chaplain could give.) 6.) Arming up. In the arming cages. Describe how they armour up. A set of personal serfs help them into their armour, sacred oils are massaged into any of their neural links that might seem slightly inflamed or infected. A series of carts are run up to the astartes bearing their boltguns and other weapons of choice. A selection of bolt magazines, so that the character can run a number of them through the boltgun and see which mags feel like they have the smoothest connection to the gun. As the armour is activated, having the characters feel the neural backlash of the armours machine spirit - a millenia old animus with its own personality and desires. If a character has a machine spirit roll on their armour that is contrary to their characters personality (such as a Fear causing armour on a fairly emotionless Techmarine), is there a conflict between them? Does the character have to spend a few moments exerting his will over his armour before battle? 7.) The Mission. Encourage your guys to be in character from the word go. If possible, encourage interaction with NPCs - even if that's just a crowd of imperial citizens forming around them, trying to touch their armour, or trying to learn their names so that the citizen can name their children after the astartes. These aren't super-soldiers; these are the Angels of Death, the God Emperor's wrath made flesh. It's statistically improbable that anyone in the Imperium will ever see an astartes in real life, but every single citizen knows that the angels of death will protect them against the horrors outside their little world. It's a huge deal, and your players should be in a position to have to realise that and respond to it. 8.) Decontaminate. Did you just fight Nids, Orks or the ruinous powers? You best BELIEVE you're in for decontamination. Run your players through it quickly, there's not a lot of roleplay potential here. One thing you CAN do though, is ask everone for their toughness rating and make a secret roll for each of them. If any of them fail, they have to go through far worse cleansing - perhaps a surgical removal of a tyranid ammunition beast that the astartes was hit with but remained dormant, waiting for a chance to kill later. Maybe a strange chaos toxin that requires the astartes blood to be pumped out, cleaned, and returned. Have fun with it. 9.) Debrief. Have the group tell, in their own words, the mission details to the watch captain. You can reward good in character roleplaying at this point by doing things such as giving bonus renown for a dramatic retelling, or bonus renown for anything that any character did that was above the call of duty. Okay, hope that helps some!
  23. Prophetmurphy said: You, sir, are awesome! I wasn't expecting something so whole. You are a boss. It's what I do. Thanks
  24. Kshatriya said: I wouldn't allow a mortal, even a Magos, to use a narthecium. Or, to put another way, I don't think the machine spirit of a narthecium would even allow itself to be used by a non-Astartes. I feel sorta bad for your Tacmarine since Tactical Expertise becomes useless once Forging the Bond is available. At least smurfs get great Squad Mode options anyway. Pretty much all of this. Given the nature of the group, you might consider Tactical Expertise allowing the Ultramarine to bring the Magos into squad mode, although that'll be highly discouraged by many, I believe. I wouldn't allow the magos to use the narthecium, although an ascension level magos doesn't need it - they'll heal as much as an Apothecary would anyway (if he's not rocking an I bonus of at least 12, he's doing something wrong). Even a magos that has been granted Inquisitorial sanction (which is probably going to ruin his reputation with the Ad. Mech, btw. The other high level mechanicus agents certainly won't share any more secrets, that's for sure.) won't be granted astartes equipment except in the most unusual of circumstances (although it's not unheard of - Inquisitor Eisenhorn was granted a Deathwatch bolt pistol, as an example).
×
×
  • Create New...