Winterreich
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Posts posted by Winterreich
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after a quick plunge myself I can only conjecture that a matriculator is some form of complex calculator. Specefically it's reference in Execution Hour seems to be that of a highly advanced cogitator that is used for strategic calculations and three dimensional course plotting. perhaps an slurring of "matrix Calculator". other than that I got nothing.
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In response to TPKs I had a paty nearly wipe itself chasing Eldar into th webway. I solved that little dilemms by ending the session right there and having them make up new characters while I tried to figure out how/if they would survive. We picked up the game the next week and a year later in game time when the backup they requested finally arrived. They had a great time trying to piece together what happened to the first party and I bought myslf enough time to work out what really happened to them. After all I had a year of game time to come up with something plausable.
Just an example of what should have been a total wipe being turned as a safety net (incidentally Ithen had to mesh the two parties by messily killing off characters from both acolyte teams) they players loved that one because they were able to choose who would be scripted to die after the parties merged, but I got to surprise them as to how.
All in all the safety net is a good idea to avoid TPK; but when a lone character goes off to fight the baddies alone he should probably die a gribbly death . This isn't burrows and bunnies its 40K and remember that no character is irreplaceable.
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I had a character with a force weapon befoer they published the Inquisitors handbook. We discussed it and decided that the following was more game balanced, just an idea for you:
Force Weapons
Talent: Melee weapon training (Force) cost: 100xp, must possess PSI rating of at least 1, Allows character to use Force weapons. Without this talent all force weapons are considered primitive. Force weapons have the following statistics:
All statistics for a Force weapon are the same for the normal weapon of that type except for the following: they are no longer ‘Primitive’
Force Weapons add the wielder's Psi rating in Damage
Force weapons add the wielder's Psi rating to penetration.
Force weapons are immune to destruction by Power weapons
The following may be added to force weapons: Balanced, Mono, Best quality. Only “primitive” melee weapons may be used as Force weapons (There are no Force Chainswords)Psychic strike (minor power 100pts): – free action
Threshold 10
Effect: The Force weapon is charged with psychic energy and gains a damage bonus of +1D10, Overbleed: Weapon gains the Tearing quality for the attack
By making Force weapons a psychic power as well as a passive ability it allowed the psyker to melee with the rest of 'em but also to risk it all for a big Bang (who boy did it go bang once or twice..then he perils of the warped and stopped trying to blow up things with his sword).
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want a fast fix. I had the same problem with a psyker in my group...
Try using Weaken Veil a minor power from the book, that should scare him pretty good after he pops a couple of Psychic phenomena while trying to turn invisible. Using a Chaos sorcerer with that power up is always fun. Hells that power should be in effect when dealing with haos anyway (it usually was for me anyway) After I did that I hade him so scared of using his owerd he fell back onto his blessed flamer faster than an ork on a can of Dkkabrew.
If you're not using Chaos as an enemy there are stil plenty of reasons for weaken veil to be around Orks generate a disturbance in the warp when they Waaaagh!, Tau can have all sorts of veil weakening devices as they expirement with the warp (reference the Medusa V campagin, and my own chronicle). In the Imperium in general there a re literally thousands of sacred artifacts that can reduce or negate psychic powers.
or you can use another trick that I like to use when the acolytes had to keep a low profile on a populous world.
House rule:
Wytchhound (200xp) Talent
Wether through long exposure to psykers or an inborn intuition the character is able to locate and identify psykers with remarkable skill. With this talent a creature may 'sniff-out' psychic taint by making a difficult (+0) perception roll when within their WP bonus in metres from a psyker. This becomes an Easy task (+30) if the psyker is maintaining a power at the time. It is a full round action to use this power.
No Arbites facility would be without a few people with these talents at any Pricinct house.
and if that doesn't work you can always have enemy psykers use Psyinscience to reduce the effectiveness of powers.
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I tend to follow the Jack Draco reference in Inquisiion war when it comes to Mesh armour. Namely that mesh armour is available t purchase by those with the thrones to burn and is indeed effective (AR 4), and tend to ignore the Xeno part unless necessary. After all the Imperium probbly copied the design during the Great Crusade, when the relations between imperium and other alien races wer ea bit...er less genocidal. Additionally I gave my players the option of getting their grubby little paws on it at one point but they opted for Best quality Guard Flak instead. Namely to avoid the murderous looks from the hardline Monodominant party members, and comprable prices. The imperium Mesh arour is just too expensive to make for guardsmen, but a Spyre Noble from a hive world would have a blast spending the thrones on such distinctive armour.
Another example of xenos origin equipment is the chameloline cloak. Again its a piece of eldar equipment that the imperium has made for themselves. Though I solved that one by pointing out that the imperial version didn't work the same way as the eldar one. The eldar one was psychoactive and required a psi-rating to use (and a minor power as well), while the Imperium version used light bending polymers whose design (but not manufacture) was from the dark age of Technology.
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Indeed. Ideally I would like to see a complete series (or mini-series) made for the Midnight Chronicles setting
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Using The Mythos races could be fun I toyed with the idea of using Byakee against the ship the party was using at the time but opted out after various threats and objects came hurtling my way from the players I would liketo note that he who Must Not Be Named would make an excellent Prince of the Warp (I was thinking Nurgle). but the Imperium of man can be beset by any of the malformed servitor races out of Lovecraft's Mythos (the two are definately interchangeable).
I can see it now a Cthonian cult uncovered by Imperial Mining on G'harne IV, twisting the minds of the Adeptus Mechanicus with their subterranian movements sending sisemic messages trying to twist the minds of the humans on the surface to serve their will - The Cthonians need not be chaos worshippers but make excellent Xenos enemies (remember to use LOTS of clensing fire on them - or at least the young ones).
Asfor the hard stats you have listed. I would point out the Young cthonians are Not heat resistant (hencewhy their young are found near the surface and the older ones are found deeper within the planet. Otherwise Go to town It looks like it could be a fun challenge though I see an Exterminatus in the near future of this. One question though would the Cthonians be able to travel through space or would they have taken over portions of the Eldar webway? Just a thought
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A newblood huh, had one of those in my last DH campagin. She wanted to play an assassin too, we discussed the options and opted for Guardsman instead. We decided to make her come from a midevil-style Imperial world (low-tech black powder but openly run by the Imperial cult) tithed out into the guard. I passed her my copy of the imperial Infantryman's uplifting primer a week before we started her chargen and that helped, but all in all when you have someone who is a 40k universe newbie it's pretty easy to slot him forom an 'outback' world.
Once it is settled that he is pretty ignorant of the universe at large (We had endless fun arguing in game about the Tyranid's PUNY claws as indicated in teh Primer), it falls to you and your group to kid-glove him into working with the rules. Sit him (or her as in my case). Especially in DH, you can let them try out a few NPC's or Expendable characters too to get the hang of the rules (gods how we love killing off those expendables).
the RP aspect can be a bit trickier, try to sit them close to you as the GM and draw them into RP situations. I found a tailor-made short-stop adventure (find the monster-kill the monster sorta thing) can do the trick nicely.

End of Adventure Nemesis
in Dark Heresy Gamemasters
Posted
A Solitary Traitor marine is a common enough thing. They can be seconded to a warp sorcerer fairly easliy (on loan from the ruinous powers so to speak). As for them being too powerful... well... I had my group of five take out a single traitor marine at rank three (they fought smart about it) and again at rank 5 (the same marine, after all you really have to work at killing one of those things instead of just sending it back home in disgrace). So go for it , a nice Plague marine among those mutants would give a nice scare; if they're backed up by a sorcerer make it a marine from one of those lesser forgotten chapters that's along for the muscle. I can promise that the players will not stop to ask him which ruinous power is his boss, and just assume he is here to cause problems for the universe at large.