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korvass

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  1. Use Extraction at the back of the rulebook. It's enough fun for an evening's session.
  2. BrotherHostower said: You get what you pay for, if FFG was WotC, all the books we currently have in the line would cost double or triple of what they currently do, and on the 2nd year anniversary of their release, we'd have a Deathwatch 1.5 book with very few changes (half of them good, half of them bad, cause if they were all good, you wouldn't have to buy Deathwatch 1.75 next year) to buy again and you'll find the editing/proofreading to be no better. You can find editing/proofreading/spelling mistakes in most novels, and that's the ONLY thing they have to worry about. To Happy - Editing Quality is something that's quantifiable, book content is subjective. For every person who says "x is brokz0red and y is complete idiocy to take" there is a person who says otherwise. I completely disagree with the first statement. In Europe, FFG RPG books run from €40-€60, whereas most WotC books go from €20-€40, and don't suffer nearly as much from amateurish typos that you see in DW. Even the Pathfinder RPG Corebook, from Paizo, cost only €50 at my local store. Don't mean to sound harsh, because I'm generally happy with my FFG products, but a little less mess for my 60 eurobucks would be nice.
  3. As it is a military game, I opted to add a little more book-keeping in return for adding another tactical edge to the game. It's not hard to mark down 10 rounds fired, but what you get in return is players that have to think a little before they start spraying. This also gives players more choice and thought when it comes to arming. A small detail, perhaps, but we just started Final Sanction, and the added ammo consideration made the whole arming part more fun for everyone, and actually made my players feel more like Marines. I go with 1 (of each, if Fire Selector) in the gun, and 3 spare. If the players want to requisition more, that's up to them. Specifically, for Final Sanction, one of the locations is an Imperial stores, and with finite ammo, that location suddenly becomes another tactical consideration for the Kill-Team. Infinite ammo just puts that location (and the PDF folks trying to defend it) at the bottom of the priority list. Which is fine, of course, if that's what you want.
  4. You could always ask your GM to make a Space Wolf Distinction for it.
  5. Isn't there a piece in RoB, Watchfortress Erioch, about them being able to reproduce any environment for training, including possibilities for captured/bred species? It's certainly a dodgy area - adding in sentient prisoners to the hunting grounds - but possible, I think. I do recall them having an Eldar and a Tau Ethereal in the holding cells. I doubt I could see groups of Eldar living in the hunting grounds' cells. They would probably do everything they could to either escape, die, or suicide, I dunno.. But I could imagine a small Ork warband either being captured, or placed in stasis before being transplanted to the Watch-fortress. Of course they would probably spore-breed, but there's a whole adventure right there. Like I said, dodgy, but doable.
  6. I only read that it applied to attacks. Could be worth posting on the Living Errata thread though?
  7. As has been said, I think it's doable if the Dreadie is rescued but severely damaged in some way. You could then create a running chase/firefight through various hazards as the players try to get the Dreadnought to an extraction zone, having to stop along the way at cinematic moments to make on-the-spot 'repairs', like having one or two of the KT trying to keep him running while the others form a shield to guard their 'honoured brother'. Could be tons of fun if done right. Have all the players eventually play Dreadnoughts, though? I dunno.. I think that would be harder/less fun than running an all-Drow campaign! One thing that is mentioned in RoB is that multiple players could play a single Dreadnought character, in addition to having their normal (and one new) character. For missions that need the Dreadie, players agree that one of them will play him. And when the mission doesn't require the Dreadie, hey have their normal characters. Dreadnoughts are exceptionally cool icons of the 40K universe, but present some massive challenges to both GMs and players.
  8. Yeah, the helmet is too flat. Try stretching out the 'snout' area of the helmet a bit more, and shrink the height of the forehead-top-head part. Otherwise, good job!
  9. For short missions, you could also run Extraction from the Core book. I found that it could be run in one or two sessions. One now that the player's have characters. The hardest thing I found about the first couple sessions, was that most players don't seem ready to actually take charge in a sandbox environment. This no doubt varies from player to player, of course, but be ready to put in a little extra work figuring out mission details, and be prepared to add in extra player-prompting as necessary.
  10. Maybe it even varie from chapter to chapter. I could imagine Ultramarine sergeants consulting with a techmarine, prior to selecting armour suits for his scout trainee squad, while Crimson Fists, with their low numbers, might be just thrown into whatever suit is spare at the time. Space Wolf scouts might go through a runic ritual with a Rune Priest, to find the suit that suits them.
  11. Couple things to add to all the above: 1. Any apothecary in the group would probably be monitoring the corpse-munching for signs of deffective behaviour, or genetic influence. First game my group played, the tactical marine consumed a portion of a Tyranid warrior, to learn the magos' bearings, and upon return to the Watch Station, the apothecary immediately ordered him quarantined him for a thorough investigation. 2. Any sensible Watch Captain of the Deathwatch would frown on the consumption of xeno flesh. Bit of a generalisation, but being irrationally xenophobic, and then running around snacking on aliens all the time is kinda.. uhm.. meh?
  12. I usually go with the following, simplistic mathmatical system: ++Each player requires approximately 1 hour of game time++ It's rough and ready, but in my 20-odd years of gaming experience, I have found that, on average, each player needs about 1 hour of game time for him/herself. So if you have about 4 hours to play, go with 4 players. Less players and more hours to play means that each player will have more game time. This system doesn't really scale up or anything, though. I wouldn't take 8 players just because I have 8 hours to play. So far, I'm finding that 4 players is working nicely in DW.
  13. I don't wanna sound mean or harsh or anything, but c'mon now.. Clipping heavy bolters onto armour so you can swing swords around? Behave!! Where does a Marine clip a heavy bolter? Back pack power supply? Nope. It would be clogging up vents and such, and one good shot in the back detonates the weapon, ammo, and his generator, making a big messy stain and possibly taking out the whole squad. On his armour? Like, where, seriously? I know that in 40K, with SM armour, you have to leave a little sense of realism at the door, but assault marines slinging heavy weapons is getting a bit silly. There is also a reason they make Suspensors. Also, in most cases, weapons are physically, cable-linked to the Marines' armour. This is to feed it power, link sighting systems to his helmet, etc etc... How does all that work if a character is unattaching and reattaching his weapon between combats? OP: I would suggest you get your players to pick up a few Space Marine miniatures and tell you where exactly they're going to put those heavy weapons. A Devastator Marine carries his for the mission. That's his pride-bourne burden, and relinquishes it only in the most dire mission-necessary circumstances. To be honest, this kind of power-gaming annoys the crap out of me, but I'm old and crotchety. But I do understand all players are different. I don't know your group's background of course. My advice is to read through the advice here, pick up some actual miniatures, load up on imagery, slap a big dose of common sense on the problem, and try to help your players understand.
  14. Random thought: What about incurring 5% Agility penalties for each weapon category carried above one? So carrying a Bolter and Flamer would incur a 5% penalty or Agility tests. To me (beardy powergamer issues aside), the problem isn't the weight, it's the common sense associated with all those bulky items. All that gear is eventually going to get in the way of things. Just a random idea, though.
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