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Ciphias

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Everything posted by Ciphias

  1. So where here...my Players send the Message through the Warp with the call for reinforcements and they located the Nest of the Broodlord and are ready to Infiltrade it through the seawater runoff... So far, so Good...then I read following:"the remains of Inquisitor kallistradi reveals some worrying evidence that the genestealers did not come here by Chance"... Ok, FFG...which One? At least a hint would be nice...this Looks like:" ****, it's late...and I'm out of ideas...let the GM worry about it..." Maybe I lack some Imagination, but I'm used to complete Adventures...how did my Fellow GM's Deal with this? Or did you simple ignore it?
  2. Got my problems there too... I`ve just read a novel from Graham McNeil called "the warriors from ultramar" in which the ultramariens fight with deathwatch forces against a tyranid invasion. there they board also a hive ship to inject a mutagen into the "queen" organism to destroy the swarm. there are a few nice impressions an descriptions how to imagine the interior of a hive ship. by the way there are also a few nice scenes which i plan to use in oblivions edge (secure an space defense silo and taking a few shots against the swarm ships to reduce their numbers for example) . another option is to look at something real biological...anatomie of insects or some large fish with nerve system, blood vessels, intestines etc... for a better image of what it look like "inside" the ship google "coloskopie"... there i found pics of real guts from the inside...with muscles, spincters and all the stuff you expect in a hive ship. At last i haven`t made a diagram for this one...but it`s the same thing with deathwatch adventures...too less background from ffg and a lot of work for the gm
  3. The Problem with a large scale than 1 square = 1 m is that the player`s movement... if you use 1 square = 10m for example than a charakter with a ag bonus of 4 (means he moves at half move 4m / round) stays at half movemen 2 1/2 rounds in the same square...not very exact and stuff for getting confused. I personally are a big fan of battlemaps because you can act a lot more tactical but a haven`t found a system yet that please me
  4. We houseruled the fire selector as a ammo drum / box like the ones the SAW use...three clips inside, but you can`t fire it anymore single handed
  5. By reading final sanction I run over the Location where the broodlord hides...a Promethium Refinery which is " mostly untouched by the figthing and remains largely intact..." uhm, okay... so this highly intelligent and ancient genstealer hides on a great bomb of promethium awaiting to be blown into the orbit of avalos...sounds like a quick ending without heroic fighting; all the players need is the location and a few melter charges... how did you handle this?
  6. By reading final sanction I run over the Location where the broodlord hides...a Promethium Refinery which is " mostly untouched by the figthing and remains largely intact..." uhm, okay... so this highly intelligent and ancient genstealer hides on a great bomb of promethium awaiting to be blown into the orbit of avalos...sounds like a quick ending without heroic fighting; all the players need is the location and a few melter charges... *******, wrong board, sorry***
  7. I send my players first through "Extraction" because it`s more straightline than final sanction...FS will be the next; but, by the way...as I read over FS I realize that the nest of the broodlord is at a Promethium Refinery...hm, fuel?...what to do if the players choose simply to blow the hole **** place up into heaven without going in? Not the way to earn a lot of honor but quiete simple and effective. I don`t want to tell them " ey, you are space marines...you don`t do that because it`s honorless..."
  8. Ciphias

    Maps?

    Hail fellow Battle Brothers! How do you deal with the lack of maps in the adventures? Extraction has 2 and I like the style of them, but final Sanction features none...only a few discriptions of the areas. As a former Shadowrun and Mechwarrior Player I am used to have maps for every encounter and it`s a lot of work to create those maps by yourself. Only telling the players:" Ok, there`s a horde charging you, there`s a bit cover to your left and a river to your right..." is also not the style that pleases me. I got campaign cartograhper 3 but it is still not the tool I`m looking for. I would really appreciate if FFG would support the GM`s with more maps (at least for the main encounters)...so what`s your opinion?
  9. Hi there! In the rule book pg 359 "Damaging a Horde" it is said that weapons that inflict explosive damage (like bolters) gain one additional hit against hordes... so it means you take a single shoot and roll 2 damage rolls...that`s clear, but what about full auto? 8 hits ( 4 hits + 4 times from explosion)? and what if you load your standart bolter with metal storm rounds and fire on full auto? Blast (2) said it hit a horde two times... so does it count as 1 hit from standart damage + 1 hit from explosion + 2 hits from blast multiplied with full auto (x4) meaning you hit the horde for a damage of 16(!) to the magnitude ?
  10. I used the model from the games-workshop site: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat490029a&prodId=prod1101875
  11. I am planing a campaign in which the kill team is send to support the liberation of a hive world attacked by chaos forces. At the beginnig chaos made progress but could fought back by the imperial guard which pushed them back until one last hive world was hold by chaos forces. Problems beginn at the point on which the commanding imperial officer pushed the pursuit of the chaos forces too hard and too fast without guarding suply lines and establish a major front line. The imperial forces advance too fast, furious to crush the heretics and reach the outskirts of the last chaos bastion. What they didn`t know was that chaos was tactical retreating to regroup, rearm and await further reinforces. So when the Imperials advanced in the hive chaos ambushed the weak guarded flanks and encicled half of the imperial regiments and tank battalions. Cut of from supply and reinforcements the Imperials fight against the time. Support by aircraft was established, but with growing chaos air superiority the resupply flights went more and more suicidal. This is where the kill team is sent to. The first mission is to rescue as many imperial forces as possible. Some Imperial Tank elements with armoured infantry fought their way out of the trap but runnig low of fuel and ammo and their escape could be stopped by Chaos tanks with infantry support. The players join a rescue mission ( a leman russ tank company with infantry support ) to break chaos lines so that the imperial forces can fall back for regrouping. Succeding this the shattered Imperial forces retreat slowly under the shelter of the Imperial Navy which is providing air support but also struggeling against a growing number of chaos fighters. One of these chaos pilots is an fighter ace which counts almost 200 kills of imperial planes. Moral is low in the navy and the Kill team is sent to infiltrate the chaos lines, locate the air base ( which is a huge mobile land based aircraft carrier) an sabotage this fighter squadron and or kill the chaos ace. Equipment for this mission would be only scout armor, bolt pistols with silencers, boltguns with stalker rounds, sniper rifles etc. as well as an landspeeder for transportation. The insertion would be via valkyrie. So what do you think so far? Any improvements or suggestions?
  12. I was wondering about the whole first aid thing... We run a boarding action against a tyranid captured vessel with hormagaunts an genstealers as opponents. Hormagaunts: reduced to pieces in seconds, genestealer...well...guess what...one hit, (3 degrees of success, razor sharp doubles the penetration) 25 points of wounds. No apothecary in the kill team,bad luck, brother... And now the same story with an apothecary...ok, First aid (Intelligence bonus 4-5 points of wounds restored), additional 1d5 wounds with the apothecary trait, doubled by narthecium..."stand strong brother, may the emporer be with you...and better luck with your next genstealer"...with a lucky roll 20 points restored. What troubles me is that there is nothing in between...either you have the highest medical attention possible or you have none. I mean every soldier in the world is trained on basic first aid (ok, they are not as though as marines) and space marines are the elite of the elite and they are valuable...a loss of a battle brother takes a great ammount of time and resources to compensate. In the "standart chapters" apothecary are with every major combat force but kill teams are on their own, without the backup of a larger force and they are sent to even greater dangers than "standart" marines. In my opinion medicae should at least availiable as a untrained skill for Deathwatch Marines.
  13. Ciphias said: Hello brothers! Rules for full auto fire say: "+20BS and one additional hit for every degree of success..." Rules for twin linked: "+20BS and one additional hit for every TWO degress..." So what about a Reaper (Twin linked) Autocanon? +40BS in full auto, with a ROF 5 and one additional hit for every two degress of success...? doesn't make much sense to me...
  14. Hello brothers! Rules for full auto fire say: "+20BS and one additional hit for every degree of success..." Rules for twin linked: "+20BS and one additional hit for every TWO degress..." So what about a Reaper (Twin linked) Autocanon? +40BS in full auto, with a ROF 5 and one additional hit for every two degress of success...? doesn't make much sense to me...
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