-
Content Count
8 -
Joined
-
Last visited
Posts posted by Deltrian
-
-
Thousand Sons

I wanted something that would represent the Thousand Sons' love of knowledge, and their demeanour as Scholars as opposed to Warriors. Their tree is meant to make them highly knowledgeable, and incredibly adept psykers, at the cost of being subpar warriors. The Psyniscience and Invocation advances may seem redundant if you take the Librarian skill tree, but since all Legionaries are a minimum of PR1 it holds benefit for all marines. This one is a bit more tenuous, since I'm not sure how much it will upset balance giving access to high Invocation Scores earlier in the game.
-
So they say "Necessity is the mother of Invention", and as such since my players needed to start building characters, I made Legion Advances Charts for the Luna Wolves and World Eaters. My immediate goal is to refine these Advances Charts and get the Thousand Sons one done for our Librarian
World Eaters

Luna Wolves

I obviously cribbed a lot from the Ultramarines for the Luna Wolves, since they weren't dissimilar, though I gave the LWs a more vicious CC streak and limited their tactics a little more to reflect their combat doctrine. Eye of Vengeance was chosen so as not to overly favour CC over Ranged. Gives a nice little trick to other classes. World Eaters are REALLY **** close to Blood Angels. I feel like they maaaaaaay be a little overpowered in CC, but that's compensated for by their lack of dimension in other areas. They kill well but that's ALL they do. I'm also considering making Frenzy cheaper since it's SO integral to the Legion's identity, and their Chapter Trapping of the Butcher's Nails exacerbates that.
I look forward to any input or feedback you guys may have. Any advice at all would be really really helpful.
-
So updates! I've started on the Emperor's Children Solo Mode, since that was the one I had the clearest idea of. I've also edited the Night Lords' legion traits, so that they get the Dark Vision Trait instead of Unnatural Perception.
New Solo Mode Ability: Martial Prowess(Passive)
Rank 1: If an Ally within Visual Support Range activates a Legion Squad Mode ability, you may make an Ordinary(+0) Command or Fellowship Test.If passed, you may benefit from the Legion Squad Mode Ability as though you were a member of that Legion.
Rank 3: When parrying an attack from an opponent with higher Weapon Skill, or dodging the attack of
an opponent with higher Ballistic Skill, you may add +10 to your dodge or parry checkRank 5: Such is the Emperor's Children Astartes' skill at arms and experience, that he may automatically pass his Command or Fellowship Tests to be
counted as a member of a Friendly Legion for Squad Mode Abilities
Rank 7: You may parry or dodge a number of attacks per round equal to your UNMODIFIED Agility Bonus.
Example: Brother Demeter has an Agility Score of 40. Therefore he can Dodge or Parry up to four attacks every round! However, if Brother Demeter were to gain the
Unnatural Agility trait, despite his Agility Bonus increasing to 8, he may still only attempt to dodge or parry four attacks per round, since his base Agility Score before modifiers is
still 40. If he were to purchase advances to increase his base Agility to 50, then he could parry 5 attacks per round, since his base Agility Score before modifiers has increased
-
Hey guys, I'm about to start running my first Deathwatch campaign in two weeks and I need some help developing rules for playing as Astartes of the Traitor Legions. I have the stat modifications and a few minor rules, but I need help refining them and developing Solo and Squad Modes.
I've run multiple campaigns of Dark Heresy, so I understand the core ruleset, but I don't have much pratical experience with the game. I don't want any Legions to be overpowered relative to others, or any to be so bleh as to be pointless. Night Lords especially I'm having a very hard time differentiating from Raven Guard, and the Poison Resistance for DG feels borderline impossible. Traitor Legion statlines are taken from Black Crusade splatbooks where applicable, with minor changes here or there, like Emperor's Children.
LEGIO 3: Emperor's Children
+5 WS, +5 BS, Martial Prowess Solo ModeLEGIO 4: Iron Warriors
+5 INT, +5 T, Iron Within, Iron Without Solo ModeLEGIO 8: Night Lords
+5 AG, +5 PER, We Have Come For You Solo Mode
Gain Dark Sight as a bonus Trait.
LEGIO 12: World Eaters
+5 WS, +5 STR, Blood for the Twelfth Solo ModeLEGIO 14: Death Guard
+5 T, +5 WP, Unbroken Blade Solo Mode
Gain Resistance(Poison) as a Bonus Talent. Cannot be a LibrarianLEGIO 15: Thousand Sons
+5 INT, +5 WP, -10 Fellowship, Knowledge is Power Solo Mode
+1 Psy Rating. This does not affect later purchases of Psy RatingLEGIO 16: Luna Wolves
+5 WP, +5 WS OR BS, Tip of the Spear Solo ModeLEGIO 17: Word Bearers
+5 Fel, +5 WP, Zealous Fervor Solo ModeLEGIO 20: Alpha Legion
+5 INT, +5 PER, Head of the Hydra Solo ModeThe Solo Modes I have little for besides the names. I also need to make Advance charts, but that's another matter entirely.
For Martial Prowess I want to give Emperor's Children either a bonus to parry or dodge rolls when fighting against an enemy with superior WS/BS or give them a passive that lets them take a Command Test to treat themselves as any other legion for the purpose of Legion-Specific Squad Powers.
For Tip of the Spear I was thinking something not unlike Righteous Fury, except targetted to the highest ranking enemy in a fight. So if there's an Elite level Nob leading a Troop of Boyz, you get bonuses to fight the Nob, since Luna Wolves Combat Doctrine was centered around taking out the leadership. Cut off the head and the body will die and all.
Zealous Fervor, I WANTED to let him provide Hatred to himself or make it a passive that extends Hatred range, but Litanies of Hate covers similar ground, and I want them to synergize well with Chaplain builds, not make them redundant.
So that's all I've got guys. Looking for any and all input! Only need Rank 1s for the Solo/Squad mode talents.
-
Thanks so much for your help guys!
I want to plant the hint that the red herring villain had a hand in this, but I don't want it to be so obvious as scapegoating Thravian Flast( the villain). I was thinking about having the PCs perform a "question and answer session with pain" with the assassin and after uncovering wiped memories finding a vague hint. There's only going to be a dozen or so Inquisitors there anyways so it shouldn't be too bad characterizing them. I may even make the villain, Lichtenstien be their Inquisitor's old friend and the prime suspect(which he did in fact do) but the Acolytes could be setting out to clear his name if they like him enough.
Do you guys have any experience hinting at a characters villainry?
I don't want it to be an M. Night Shymalanesque random twist that Inquisitor Lichtenstien is an evil radical, but I also don't want to give him a red flag as the villain by giving him too much attention. Also, as part of the GW fluff, Lichtenstien took Tyrus' 99 tests of purity and passed them by cheating. How could I incorporate this into the story? I want Lichtenstein to be a character the players admire, then are skeptical about, then distrust, then believe in again only to find their suspicions are true. Kind of like Erebus from the Horus Heresy series. They should like him, him being evil should not be a total shot in the dark
-
The PCs are a motley collection of experienced roleplayers
1 Scum played by the most experienced roleplayer there who unfortunately is sort of the aloof silent type
1 level headed Imperial World Guardsman(new addition to the party because the PCs previous character sheet got lost)
1 Feral World Assassin played by a rather silly person
1 Psyker who eagerly goes on power trips and is slightly amoral
One of the chief things that affects immersion (to the contrary) is that the former three are all old friends of mine, and so some measure of ridiculousness and joking is not only to be expected but to be a constant factor to struggle against.
The assasination attempt is based around a story from some old WD battle reports for Inquisitor. The assasination attempt will kill a venerable Inquisitor of the order, however, the actual target is Witch Hunter Tyrus and the death was a "wrong place wrong time" thing. The person orchestrating the attempt will be a Radical Inquisitor, Inquisitor Lichtenstien, but this is more of a slow revelation, so they will not know it at the time.
I fear that making this a straight roleplaying "whodunit" would prompt much joking from friends(as most things do) and also seem a little contrived. After all, why would a bunch of Acolytes be called upon to solve a mystery when there is literally a dozen people in the room who have made it there calling in life to do nothing but solve mysteries. I also want to create some moments with pants browning tension, and minimal combat, as that slows things down like no other.
-
I'm working on the next installment of a long running campaign, and I'm wondering if any of you long time DM's can offer some wisdom on how to make this scenario particularly effective.
My party craves immersion, it makes the experience better for all those involved, and when I ran my first adventure(a reasonably scary affair involving a haphazardly summoned daemon) they were experiencing true pants browningly immersive terror.
However, my party also can be a very whiny bunch and usually crave something different. It seems like they take pleasure in combat but the dice rolling and my on the spot descriptions of their damage rolls slow things down to a morass. I want to encourage some character growth and personification of character because I feel my party does not know who they "are" yet.
The next torrid affair in the story(which is right now a carefully constructed conspiracy revolving around a daemon cavorting businessman who is actually an Inquisitor's alias) will be the party escorting their Inquisitor to a meeting of inquisitors throughout the sector, a very droll and ceremonial affair which is broken up by a sudden assassination of one of the chief figures. I want the party to be drawn in like they were in my "scary" story, but I really don't see how to make it happen.
Any thoughts?

Something Scummy and Wild
in X-Wing Squad Lists
Posted
So I came up with a build for Tel Trevura that I REALLY liked, but realized that Tel wasn't actually an integral part of the list. So I experimented with a generic to see if I could do something cool with the points I saved. I'm looking to try something REALLY iconoclastic, since at least in my area the meta seems a little stagnant. Thoughts? Looking for something to deal with arc dodgers and big ships alike
JumpMaster 5000: Contracted Scout (25)
Predator (3)
4-LOM (1)
Punishing One (12)
R4-B11 (3)
Khiraxz Fighter: Talonbane Cobra (28)
Veteran Instincts (1)
Cloaking Device (2)
G1-A Starfighter: Ruthless Freelancer (23)
Outlaw Tech (2)
Total 100/100
I lose the initiative bid with Talonbane, but the PS 11 might carry me through. Alternatively swap VI for Adaptability and "settle" for PS10. Cloaking Device can keep him alive on the approach and just might help him get into R1 to nuke something. Going to experiment with getting him a Glitterstim.
JumpMaster can nuke arc dodgers. You can't get out of his arc, and I can mess with your defence dice. No Focus/Evade, the Ion token doesn't hurt me since I'm huge, and then ol' R4 takes away what dodges you do get.
G1-A is just in there because I had 25 points to burn, and it's a big dumb tanky potato. But with Outlaw Tech it's a curiously maneuverably big dumb tanky potato.
Can it fly or will it crash and burn? YOU DECIDE!