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Everything posted by Routa-maa
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Yes. He gets this +5 to his chosen Characteristic-Aptitude, Weapon Skill, Ballistic Skill, etc etc, for Dedicating to Ones Specialty. No. Should he/she have stayed in Marksman he would have gained +5 increase to his chosen Characteristic-Aptitude. But as he jumps back to Weapon Specialist he doesn't gain this increase. Yes. I don't have my books with me but I'm sure there was one point where it was pointed that you only gain +5 increase when you stay in your Speciality / Adv. Speciality when hitting this magical XP. So there isn't some "Old" Speciality you can jump, per se.
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Wait, so the most elite organisation in the Imperium with access to unlimited resources is for average joes, but the Imperial Guard is for stronger characters? What. Yes. Frankly, I find the idea inane. It's not like an experienced Arbite is somehow less disposable in the Imperium, certainly not as far as the Inquisition is concerned. I've said that numerous times, I'll say it again - DH1 is WFRP In Spaace, a game about random murderhobos roaming the world of 40k, with the Inquisition hastily slapped on top of it as a rather thin justification. DH2 cuts off the "fat" and is a "specialist game" like all other titles in the 40k library, which is a good thing in my book. What no more this Me and my friends upped the starting stats to 25+2d10 when we started playing DH 1st after this came too common scene in fights. Even with Aim, red dot laser sight and short range most fight rolls went in line: Miss, Miss, Miss, Miss, Miss, Miss, Miss, Miss, Miss, Hit \o/
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These are AWESOME! Don't know how I haven't come across these before.
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Tome of Decay / Rot / Generally Not Looking Very Healthy
Routa-maa replied to 51powerski's topic in Black Crusade
Where fans invest money so game developers can make the product. But I think FFG doesn't need that in anyway, I hope. I think people are just making a mountain out of a molehill, by crying that "The End is Nigh!" for WH40K RPG lines. -
I forgot these were in Errata I shall copy/paste them here: Force Weapons (page 155): The following sentence should be added to the description of Force Weapons section: “The Focus Power Test to channel psychic force through a Force Weaponcan be made at any of the three psychic powers’ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channelling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage.” Psychic Powers and Righteous Fury (page 186): add the following section to the Psychic Powers in Deathwatch section preceding the Perils of the Warp (page 186): “Psychic Powers that deal damage can benefit from Righteous Fury (see page 245). When a chance for Righteous Fury occurs, the attacker re-rolls the Focus Power Test using the same modifiers and power level as the original Focus Power Test to use a psychic ability. If the original test was an Opposed Willpower Test, the defender re-rolls Willpower using the same modifiers as the original Opposed Willpower Test. The roll to confirm Righteous Fury does not generate Psychic Phenomena or Perils of the Warp.” So by these rules it seems that it is possible that RF might come out higher/lower than previous roll or be completely resisted.
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Well to someones wallet it is bad news. Also on sale are every other WH40K RPG line so to someones wallet it's very bad news.
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You only reroll dice roll of 10.
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Then you haven't yet read about Blood Grey Knights or Newcrons. Although I like Newcrons with their personalities being intact, more or less. But Blood Angel and Necrons being like this in fluff: And Blood Grey Knights making party hats and bodypaint out of Sisters of Battle "Oh, by the love of the Emperor. Turn it off, turn it all off"
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Arriving soon: Cartol's Emporium
Routa-maa replied to Jegergryte's topic in Star Wars: Edge of the Empire RPG
Some of these user made additions are like finding The Goose Egg Nugget. Thanks to you Jegergryte and everyone who has had their hands in making this fine addition. -
Ooh! I hope you're including action on/around Alderaan, so your players can get nervous! Characters just got out of Alderaans gravity well and have almost completed their hyperjump calculations when they notice something odd in scanners. Alderaan has gotten new moon and it gives out weird energy readings. Do they get their hyperjump calculations ready in time or not?
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OK, thanks for quick reply. Never came into my mind to use DoS in single attack action and to see how good even that was, might be interesting to make few test scenarios with that modification
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So as non-beta tester just wanted to ask one question, possibly two. Did they change the dodge/parry test from BC/OW mechanism to old DH/RT/DW mechanism in DH 2nd? As I get the impression, reading your posts, that they have gone back to one dodge/parry test means, if you succeed, you're out of the frying pan. So no comparing Attackers DoS (to see how many times he might have hit) and subtract defenders DoS from those (to see how many he dodged/parried)?
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I want to point out that some Navigation tests have been changed in Errata, as I quick read through this post I'm not sure anyone pointed these out. Warp Navigation (page 184): On page 184, “Stage Three: Charting the Course” the first paragraph contains a sentence that reads: “This is another Ordinary (+10) Perception Test, whose results are kept secret by the GM.” This sentence should read: “This is accomplished by a Ordinary (+10) Navigation (Warp) Test, whose results are kept secret by the GM.” Warp Navigation (page 186): On page 186, “Stage Five: Leaving the Warp” the first paragraph contains a sentence that reads: “Once the Navigator’s destination has been reached, he must make a Hard (–20) Perception Test to determine the accuracy of his entrance point in real space...” This sentence should read: “Once the Navigator’s destination has been reached, he must make a Hard (–20) Navigation (Warp) Test to determine the accuracy of his entrance point in real space...”
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What sort of Rogue Trader attends a festive occasion without his Jokaero weapon rings / hellpistol cybernetic eye / obscura pipe that conceals a dartcaster loaded with a quick-acting neurotoxin / awakened psychic powers / teleportation homer with murder servitors ready to be beamed in / a retinue of well-armed bodyguards / voidship having locked all weapons on the area just in case? Rogue Trader who has nothing to fear from anyone as he has his own Dark Eldar Homunculus as his chief medicae and who has been resurrected 1000 times. Also he's quite masokist, Moritat assasin, send to kill him, was crying as only comment he got from said RT, after stabbing him full of blades and other sharp objects, was "I think I feel little tingling in my ear." Needless to say after that show, it happened right at the biggest party the sector governor had throw up to commemorate RT's accomplishment for the sector, he had to leave Imperial space for quite some time.
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Well, in the TT they use a 2+ save, so looking towards the Terminator armor seems like a good idea. It is, however, also notable that the Centurion suit does not only not cover the head, but also the backsides of the operator's legs. The Marine literally "steps into" the suit, still wearing his normal power armour, and it folds down over his back. So what I'd do is perhaps give the front side slightly better protection than TDA, but use standard power armour AP for the head and rear legs? Head: 8 AP Body: 16 AP Arms: 14 AP Legs: 14 AP (8 AP if shot from behind or the sides) A small penalty to Agility/Dodge could also limit the suit's "attractivity" for players who think one of these is a free ticket for godmode massacres. Definitely. No running unless they can pass a strength test maybe? Or nix running altogether. Dodge would have to be at -10 at least, if permitted at all. Well Terminator Armour prevents Dodge tests and Running, so Centurion (walking tank suit) might also prohibit them.
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Does Primitive Weapon Training contain use of cake server or is it deemed exotic weapon training? Also what stats would you use for said weapon. Improvised or should it have its own stats. My RT character wants to be prepared to defende himself when some festive occasion turns to to murder fest. PS. To OP in my games I have always included Primitive Weapon Training in Universal Melee Training. In my mind it was just stupid that you didn't know how to use boloknife but chainknife was OK.
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Well I don't know for sure. Checked pictures of centurion and they seem to have little bit, only little, differend helmet than normal marines. Might be only better ventilation for the excess heat or better auto-sense system. Give somewere around same armour as terminator (or slightly better, it's your call) but take into account that they seem to have better armour up front. So something similar as in Iron Armour, if I remember correctly, attacks from behind have lesser armour to penetrate. Also if power generator fails, it might be impossible to move all that metal, even with astartes strength. So power generator destroyed / under haywire effect (effect that give penalties to characters in power armour), means immobile or double the strength penalty needed to move Centurion armour.
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Well nothing comes to mind right now, but if you get something bashed together post it and let's see from there on. Edit: What did you thought to use for Assaults Centurions seige drill. Don't remember was there stats for that in RoB.
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Any mechanical benefits from the Tactics skill?
Routa-maa replied to LordBlades's topic in Deathwatch Rules Questions
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Yeah, I read that today as a matter of fact. No Termie honors necessary. Lower renown as a result. I would like it to be a special mission later on when their renown gets up. I am liking this. Are there any stats for Hurricane bolters anywhere or would you just up the RoF and add the storm quality? Hurricane Bolter stats can be found in Rites of Battle p.173 Also stats for dreadnought frag assault launcher on p.182 Both also have newer stats in Errata.
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It might be gene-coded but only to affect its power field quality. And everything is always possible to break when you have will and possibly daemon in mind who you want to bound in said weapon to desecrate it I was thinking that it would affect the Force quality first and foremost, but more importantly, explode into a nice little mushroom cloud when someone tried to defile it. :| Well sometimes force weapons are said to be created to specific Psyker by making it work more in harmony with his psychic signature, so Force and Powerfield might not work at all. But like your description of similarity to Judge Dredd Lawgiver pistol, self-destruction when wielded by anyone else than current user.
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Hmm at least you wouldn't need Terminator Honours, like Terminator armour needs. Taken from Lexicanum: "Battle-Brothers learn to pilot Centurions as part of their vehicle training, and pilots are not chosen from the 1st Company. Instead, they are chosen from the Chapter's Assault and Devastator units. The most frequent explanation of this is that a Centurion's role requires a Space Marine to be fully immersed in a particular style of war, while the bulky exosuits lack the degree of tactical flexibility that the Chapter's Veterans require." Requisition cost possibly in line with Terminator armour. Renown rating lower than Terminator armour possibly only gained for mission on behalf of Watch Commander Size (same as dreadnought) I don't have my books at hand so might modify this when I get home. Not able to run
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Tome of Decay / Rot / Generally Not Looking Very Healthy
Routa-maa replied to 51powerski's topic in Black Crusade
Stop confusing mechanics with fluff. Even if the gifts of Nurgle would be more potentially physically repulsive than those of other Chaos gods in rule terms, it wouldn't change the truth of what I said, and the Tome of Paternal Love would be a great opportunity to represent that in mechanical terms, if the Core Rulebook previously failed to do so. We're talking about playing the game Black Crusade as it actually exists, or at least I am. Players in my experience typically prefer characters who are not stinking lumps of filth. In one of my games one player was Nurgle devotee (He used to play full nurgle army in TT when it was still possible) through and through. His character was obese looking guy who has just finished his job in lime mine, pale as hell. Crooked black teeth stumps, cataract eyes, bad breath. In other ways he looked like any normal human, no sores or lesions, no pus filled boils. Nothing to give away that he was disease ridden and corrupt, and boy he spread diseases when he wanted. And this was given without "appearance of normalcy" Gift/Reward of Chaos God. PS. also he was a head doctor of Hive city's leader and they were shocked when Inquisition came knocking on their door looking this guy.
