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Kilbourne

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About Kilbourne

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  1. I am actually in the middle of a Star Wars session and we have a debate on how Force Powers are used. Jedi Player wants to use the Force Power: Move. He has purchased at least one Rank in Magnitude, Strength, Range and Control. Side 1) In order to use the Magnitude, Strength and Range purchases (the Jedi Player has already purchased with XP) it would cost 4 white force dots (when rolled on the dice) to use Force Power Move with Magnitude (Number of targets affected), Strength (Increase Silhouette Size) and Range (Upgrade the Range of Force Power: Move). Primary Reason: The Jedi Player must decide which upgrade to activate based on the white dot successes he rolls. Side 2) When using a Force Power, each upgrade purcahsed does not increase the cost in white dots. Force Move requires 1 white dot to activate, no matter what upgrades have been purchased. If Magnitude, Strength and Range have all been purchased, and the Jedi Player wishes to use those that he has purchased, it still only costs 1 white dot to activate a successful Force: Move. Primary Reason: Mechanically, under Side 1's assumption, when using Misdirect, if the Jedi Player wanted to use Misdirect (Basic), Range, Magnitude, Duration, Strength, Control and Mastery (even at the most basic levels equaling a total of 75 xp) would require 7 white dots to activate. The Jedi Player as a new character and spending all 75 Points in Misdirect would not be able to accomplish this, because they only have 2 Force Dice to roll. Sorry for the length of the post, wanted to be specific. Any help in working this out would be appreciated. Thanks
  2. Winrar is free. http://www.win-rar.com/download.html?&L=0
  3. Hi all, I've recently finished creating a Mass Effect Mod for the SW:EoE. The general concept is that enemy and characters are tougher and require teamwork and powers to bring down their defenses. Please take a look and give some criticism. The Mod is in a .rar file with a Word Doc for the general rules and 6 Visio flow charts for the talent trees. Thanks https://www.dropbox.com/s/3bqv1fhbpdygcnb/Mass%20Effect%20Mod.rar Winrar is free and can be downloaded here http://www.win-rar.com/download.html?&L=0
  4. Hi all, I've recently finished creating a Mass Effect Mod for the SW:EoE. The general concept is that enemy and characters are tougher and require teamwork and powers to bring down their defenses. Please take a look and give some criticism. The Mod is in a .rar file with a Word Doc for the general rules and 6 Visio flow charts for the talent trees. Thanks https://www.dropbox.com/s/3bqv1fhbpdygcnb/Mass%20Effect%20Mod.rar Winrar is free and can be downloaded here: http://www.win-rar.com/download.html?&L=0
  5. I signed up on the forums and sent an email to Colonel Blood.
  6. I think the original poster missed an important point that is mentioned many times throughout the books. The psychological effect on a human being of a transhuman (space marine) killing, butchering, maiming other humans is significant. You could take an army of Chuck Norrises and they're still only human. A Space Marine can pop a human skull without effort. The other part where this all falls apart is, what Space Marine chapter, no matter how barbaric or wild, would be stupid enough to fight an army of millions with artillery, powered armor, heavy weapons, etc. ? I've got the answer. None. Space Marines aren't designed for fighting line wars, not even really when they were hundreds of thousands strong. They WILL find the enemy leadership and they will kill them. You are underestimating an ultimately elite special forces team that is faster, smarter, stronger and better armed than any army. Last point? A drop-pod with a Dreadnought in it.
  7. Lionus said: Kilbourne: two quick things. First, i completely agree that a comprehensive bestiary would be amazing and highly desirable (nudge nudge wink wink knowwhadimean knowwhadimean),but i worry that because of the wide variation in power levels and sometimes not so subtle variation in rules, that such a book would only fit in with any one of those games weakly. Second, what is the intent with paperback adventures? Just to have them or provde background or what? Thanks Okay, first off, lets look at Codices. The Codices are short, not full color-laminated books that cost $20 right? Maybe $25? That book gives you some fluff, army rules and pictures of what they should look like painted. A Beastiary should be (Thanks Paizo for the excellent example) 300-500 pages (Yes, 300-500 pages) of all different kinds of monsters, aliens and daemons, and fluff about those monsters, aliens and daemons. Point is, when I'm making up a story/campaign, the last thing I want to do is spend more time during my week creating rules out of thin air that should already be balanced and available to me in a book. Now, on the Paperback adventures. Go to your local game store. Look at the shelf with all the RPGs on it. Find Pathfinder. Holy Dog ****. Look at all those adventures. And their long adventures too! A Hard bound book for adventures costs a lot more money and believe it or not, it's a pain in the ass. If I want to show someone a picture in The Emperor Protects, it's awkward to hold up a large hardbound book. Also, what if I want to scan one of the cool written letters in there, what a pain. Paperback Adventures are cheaper to produce, cost me less, are easier to handle and work with and are MUCH easier to scan. This is a no brainer and if you still think I'm wrong, look at how many books Paizo has on the shelf and look at how many book FFG has on the shelf. It works.
  8. This is a big hurdle for me. Where are the rules and statistics for Eldar, Dark Eldar, Necrons, All Chaos, All Tau all Orks? There needs to be a Beastiary of some considerable size where I can find the rules, weapons and statistics for any enemy in the 40,000 universe. That I have to research through two books and errata sheets to find the proper Tau weapon damage is ridiculous. Two words... Paperback Adventures.
  9. Looks good. In Dawn of War 2, Syras, the Scout Sergeant was in the Deathwatch for 200 years, according to his in-game bio. There's simply no reason Scouts shouldn't be in Deathwatch.
  10. To beat my lucky rollers, I stopped sending hordes at them. The closest they ever came to dying was when they fought an equal-numbered squad of Alpha Legion Marines. My Alpha Legionairres started throwing grenades, using Melta Guns, Plasma Guns, setting traps and using squad abilities. The best way to challenge a crack Deathwatch Team, is to give them an equally challenging crack team of something else. The other time I almost got them is when they failed a major Perception roll and were ambushed by a Tau Stealthsuit Team. Burst and Fusion cannons nearly wiped them out.
  11. To answer the poster's question. The Space Wolves suffered serious losses to the Thousand Suns on Prospero. Following Prospero, they moved their fleet to make contact with Jagatai Khan to aid them in their Orc campaign. However, the Space Wolves met with a sizable Alpha Legion fleet and asked the White Scars for aid. Jagatai Khan would have sent aid, but he had orders from Rogal Dorn to return to Terra immediately. The Space Wolves then went on to fight off the Alpha Legion, of which they took further major losses, then make best speed for Terra. A fun fact about this tid-bit. When Leman Russ received the message from Jagatai Khan that the White Scars could not sent aid, Leman Russ simply 'shrugged his shoulders.' What a guy This is straight from the Horus Heresy: Collected Visions art and resource book.
  12. That list is for standard Chapters. Deathwatch marines have a lot more flexibility in their schedules and routines. There's a lot more study, research and investigation time. Also, they have a lot of meetings and briefings with all sorts of other humans on various situations.
  13. In the Ultramarine books, Captain Ventris' friend Pasanius is supposed very tall. I would imagine around 9+ feet. They explain the need for his armor to be put together with Terminator armor parts in order to compete his suit.
  14. I always thought it would be something to do with the Cabal or the Old Ones.
  15. The Imperium doesn't just wipe out all non-human races at a whim. The Tau Codex clearly explains that an envoy of Imperials, including a Mechanicus and Imperial Fist Captain, along with some ambassadors, met with the Tau on a Tau world. Both sides were impressed and able to meet and speak without confrontation. It ultimately came down to the Imperial Fist Captain saying, "You know you can't take our worlds away just because you didn't know they were ours anymore...right?" And the Tau commander said, "We plan to expand." There are several times where the Tau have joined forces with the Imperium to stop a greater enemy.
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