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ddunkelmeister

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  1. For anyone still wondering, the Necron weapons are roughly the same as those presented in BC's Tome of Fate. If anything, the DW versions are weaker. The warscythe, for example, deals 11 points fewer damage in DW and is unwieldy, while BC's version is merely unbalanced. The Necrons themselves, however, are by-and-large a tad beefier in DW. On a related note, FFG seems to have adopted the optional errata'ed weapon rules for their newer works. From what I remember, the relics in both First Founding and Honour the Chapter seem to work from the errata's baseline. NPC stat lines, interestingly, do not seem to follow this trend.
  2. I'm going to have a go at adapting the Only War advance mechanics for my DW group. I think it will port over without too much trouble. For those of you unfamiliar with it, OW uses a modified version of the BC advance scheme. First, all advances are organized into tiers, a la BC. All classes possess a certain number of aptitudes. These aptitudes, which include things such as "offense," "defense," "fieldcraft," and all of the Characteristics, are also paired with talents and skills. Characters get discounts on advances based on how many of the related aptitudes they possess. For example, the Intimidate skill is associated with Strength and Social. A characters possessing one of these aptitudes will get a small discount, while a character with both will gain a large discount. In this way, all advances are available to all characters (barring things like Psy Rating), but it is cheaper to purchase advances you possess an aptitude for (dohohoho). I think this may port over to DW without too many problems. I will, however, be increasing the XP costs for the advances accordingly. Also, I apologize if this has already been discussed to death. I have been out of the loop for a bit.
  3. Limit max PR based on WP as well? If the librarian only has 57 WP, for example, he can't raise PR past 5, even if his Rank is 6 or higher.. This would, of course, make the upper reaches of psychic potential basically unobtainable to most PCs, but it might help curb the problem.
  4. Alpha Legion marines were a welcome surprise. The decision to lump them in as unwitting Tzeentchites was….interesting. Also, inferno bolts are insane, as are Rubric Marines by extension. The book allows 1K Son Sorcerers to take them as regular minions; something I would probably change in my game. On a side note, it will be interesting to see if any of the new powers will appear in the upcoming CSM codex. Daemonhunter indicated that FFG appears to have at least some advance notice of GW products.
  5. Alpha Legion marines were a welcome surprise. The decision to lump them in as unwitting Tzeentchites was….interesting. Also, inferno bolts are insane, as are Rubric Marines by extension. The book allows 1K Son Sorcerers to take them as regular minions; something I would probably change in my game. On a side note, it will be interesting to see if any of the new powers will appear in the upcoming CSM codex. Daemonhunter indicated that FFG appears to have at least some advance notice of GW products.
  6. Underslung AC aside, it's fine. The design aesthetic would bother me more if I hadn't already become acclimated to the Stormraven, and I think the design fits the one-man assault fighter better than it does the transport. It's still ridiculous, but this is 40k after all.
  7. Part 2! Adventure 2: Assault on Javar Nil Plot: Having thwarted the Tau on Spite, the PCs must now travel to Eleusis to counter the aliens' next nefarious scheme. The first step is to acquire information about the next Javar Ward. However, this is not as simple as it might seem, as the factional politics on the shrineworld create a mire that the kill team must skillfully navigate. Through the course of this adventure, the marines will deal with a cardinal's schemes, aid an inquisitor, and make common cause with a convent of very obstinate Sisters. In order to find the necessary information, the kill team may have to team up with an inquisitor and venture into the subterranean layers of Eleusis and navigate their way through the wreckage of the old Chaotic regime, encountering a nest of Tyranids and a Daemon Prince in the process. The adventure culminates with another dramatic battle, as the forces of the Tay lay siege to the Sister's convent and the Javar Ward within. My Thoughts: First, the good. Eleusis is really cool. For those of you not familiar, Eleusis was the center of Ecclesiarchical authority in the old Jercho Sector. When the Fall came, the shrineworld was eventually overtaken by the forces of corruption and subverted into a world of Chaos. With the coming of the Achilus Crusade, the Imperials razed the entire planet before reconsecrating it and beginning the slow process of restoring its former glory. The planet is covered by old wreckage from both the old shrines as well as the architecture of the enemy. The Ecclesiarchy has focused its attempts on a number of key locations, building what are essentially islands of faith amidst the wreckage of corruption. These cities are connected by huge bridges so the faithful need not tread the compromised surface of the planet. Another bit I like was the structure of the cities themselves. The planetary leaders would like to rebuild Eleusis as it was before the Fall. The problem is, no one is entirely sure what it looked like. This has led to a rather hodgepodge construction process,as different factions build according to their own overblown, long-winded theses. In addition, we now have rules for more Sisters. Yay! The Seraphim and Retributors now have profiles, and a variation of the stock Sister profile is presented (The Order of Our Martyred Lady). I enojyed the depiction of the Sisters and their attitudes toward the marines, a combination of respect and distrust resulting from the marines' perceived deviancy. The final battle itself has some real potential. The book gives advice for how to run the siege, presenting a variation of the Mass Combat rules that focuses on specific locations in the convent. Victory or defeat in these areas (using the Turning Point system) ultimately makes the final show-down easier or more difficult for the PCs. The rules are a little confusing. I had to re-read the section a few times before I understood it completely, but it has some good points. The authors suggest using the vehicle rules from RoB to add another layer to the encounter. Now, the not-so-good. Why are the Tyranids in this adventure? The book blatantly admits a lack of an explanation. Furthermore, their inclusion may lead the PCs completely off-track, focusing on a threat completely unrelated to the story if the GM is not careful. If there was a real tie-in, it might have worked, but as it is, it just sticks out from the rest of the mission On a similar note: the Daemon Prince. According to the backstory, it is a remnant of the previous regime that now haunts the subterranean levels of the planet. This is fine. My issue is with how the Daemon is included in the adventure. It is presented as a minor adversary, one who inconveniences the Kill-Team by shifting the paths they travel while underground. Actually fighting the daemon is completely optional, and the book even asserts that letting it go is "no great transgression." Personally, I believe that a Daemon Prince should, by its nature, be a Big Deal ™. Just letting one go should be something that sticks in the craw of any Battle Brother. Granted, this could be solved by reducing it to a lesser daemon, but it still seems like a poor choice. Additionally, it offers the same potential as the Tyranids for a sharp derailment of the mission. Well, that's all for now. Stay tuned for Part 3!
  8. I bought and read through it last night. I've started a review thread in the Gamemaster sub forum so I can freely discuss the content w/o worrying about spoiling it for players. http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=214&efcid=3&efidt=655880
  9. So, the next Deathwatch adventure book is here, and I'm sure we're all anxious to see how it is, right? Well, here's my (not so) brief review. Bullet Points of the Overarching Plot: The Tau are are trying to secretly free an ancient race so that they will join the Greater Good. Said ancient beings are actually evil psychic Crab People who are manipulating the Tau into liberating them. The PCs uncover this nefarious scheme. One thing leads to another. The 3 adventures take place on Spite, Eleusis, and Erioch/Imbra/Watch Station Belarus, respectively. Adventure 1: Depths of Treachery Plot: The PCs travel to Spite at the behest of Lord Ebongrave. According to him, the Tau are up to their old dastardly tricks, and he wants the DW to root them out once and for all. A key aspect of this story is how the PCs choose to handle the unstable Lord Commander'. Spite is is a vertible powder keg waiting to blow, and the marines must tread carefully while uncovering the truth. Ultimately, they do find the Tau (what a twist!) and stop them from opening a gateway to the Crab People prisonr. The story concludes with the PCs discovering that the Tau plan to infiltrate the shrine world Eleusis. My thoughts: some good ideas here. The adventure explores the spectrum of possibilities regarding Ebongrave, up to and including the overthrow of his government by the players. A number of his subordinates would dearly like to see him replaced, and their cooperation with the PCs may come with some attached strings. Then there is the matter of the "traitors." A group of guardsmen recently laid-down their arms in protest against Ebongrave's draconian tactics. Natually, they were all rounded up as traitors and possible Tau collaborators. These men are portrayed in a sympathetic light, and their story serves as one of the big set piece encounters. The PCs will have to choose which side to support. Other than this, the adventure largely consists of a clue hunt, as the PCs attempt to determine whether the Tau are actually involved. Te final conflict takes place in a huge cave beneath the city, with the PCs engaging in a battle with Tau battlesuits while abseiling down the cavern's wall. Stay tuned for Part 2!
  10. "If I don't come back, tell my wife....hello." I must confess to not really understanding the PoV that sexuality is integral to prevent marines from being "boring." In my experience, players can and will make interesting or dull characters regardless of how "open" or "limiting" the system or setting is. While it is true that all marines have a similar base to work from, they are, ultimately, still individuals with their own hopes, dreams and aspirations.
  11. On a semi-serious note, I present the following. (Style is reminiscent of a 1950’s PSA, with Perry Como’s Magic Moments playing softly in the background) Greetings, citizen! Whether by accident or intent, you have just broached-upon one of the most controversial and inflammatory topics in our community: the Sexuality of Space Marines. The ensuing discussion is likely to be heated and passionate. You can expect at least to see the following: 1) Debate over a “casual pass” and its implications (Codex Space Wolves). 2) Was Lukas the Trickster’s legendary prowess in bed pre- or post- ascension? 3) Family and its role in the life of a Salamander. 4) Whether or not the genetic modifications of a marine render him impotent and/or sterile. 5) Large amounts of conjecture regarding how the sexuality of a marine fits into the larger 40k universe. 6) Increasingly vicious personal attacks made by both sides of the debate (questioning one’s maturity is a popular choice) 7) The dialogue is likely to end on a sour and unresolved, note, with both sides remaining convinced of their own position. Caution: As the discussion rages on, there is an ever-increasing likelihood that another, equally provocative topic will be mentioned: Female Marines: Could/Should/Would They Exist? Have a nice day, and remember: you have been warned. I encourage people to post this as a response whenever someone raises this topic.
  12. Based on the description given, it appears to be one book, three adventures. So, expect something similar to The Emperor Protects.
  13. professor_kylan said: *Explanation* So, just to make sure I understand correctly, you have ruled it as thus: PCs can either 1) purchase individual squad abilities. These abilities are treated similarly to chapter abilities, in that only other squad mates who have purchased the ability can benefit from it. or 2) buy an oath. When selected for a mission, this oath automatically unlocks the associated squad abilities for the entire team, regardless of whether the individual marine has purchased the squad ability in question separately. If so, that is an interesting way to handle it..
  14. I only recently noticed this rule (pg. 241). The rules mention that you may substitute the degrees of success for one damage die, and clarifies that if the attack rolls multiple dice, you may pick which one to change. My question: how does this interact with things like swift or lightning attack? Do I get to substitute only one die for the entire series of hits, or one die per hit?
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