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Rakatung2

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  1. Given that the description says it's about finding supplies, I'd interpret it as being the items that are easier to obtain than
  2. coolzyg said: 2. When you charging (+20 WS) you can use all out attack (+30 WS) so you are geting +50 WS for a single hit and if you chave furious assault you can spend reaction to have second attack, and if you have step aside you can have one attack more all with bonus +50. Not bad and if you add some more talents like Thunder charge or hammer blow it's getting really scary ;] I can already see some space marine guy with jump pack and Thunder hammer who charge and use all out attack and make pulp of his enemy ;D That's another thing which might need clarification in the FAQ/Errate: The charge description doesn't add +20 to WS, but it does on the table. I'm not sure which one to go for.
  3. I simply asked the players to make a compact after they had rolled up their characters, and then just go from there. So far it works like a charm; they get to try things they want ("WE WANT TO GO TO SPAAAAACE"), and I totally avoid unneccessary preparation.
  4. If i recall correctly, you can have as many mechadendrites as your Toughness Bonus without penalty
  5. I like having my players create Rank 1 characters when their old ones die. Ups the stakes, you know. And i'm glad that my group likes it that way too. And i, for one, really do not think of it as 'Punishing' a player. Sometimes your character does something stupid, sometimes he gets messed up by the Psyker, sometimes he's just plain unlucky. It's not punishing a player, since after all that's how the game is. Of course it depends on the creative agenda of the group, but DH definitely lends itself well to simulationist play. And if you look at it this way, like my group does, then the 'unfair' nature of the game becomes neither rewarding nor punishing, it just becomes a feature of the system.
  6. Warning: High-School level philosophy incoming As i see it, Chaos is the Nietzschean nightmare. When he (Nietzsche) proclaimed that "God is dead" it was spoken by a madman, someone who had gazed in the abyss too long. While he certainly didn't support christian morality, slave-morals as he called it, he saw the alternative as much worse; an existence without morals, where people would degrade into an utterly meaningless existence, a nihillist existence, if you will. Chaos is like that abyss. Whoever strays from the narrow path of purity in the eyes of the Emperor, will inevitably abandon the morals of such a perverse insitution such as the Imperium, until their means become their purpose; killing stops being the tool, you plan not because of what you can achieve, but merely because you need to plot. Even in the rare case of apotheosis, you do not get to shape the abyss; you become it. The only true Übermensch is the Emperor; he created his own morals, gained power and enforced his morals to create Order in the Galaxy under his rule. Personally, i see no difference in "evil-ness" between Chaos and the Imperium, only shades of grey: The Imperium is stifling in all ways; creatively, scientifically, politically and religiously. Chaos, on the other hand, has no limits; everything is allowed, only hindered by your own potential, but it is also eventually goalless.
  7. Once, the Scum in the party was in a pretty bad shape, having gotten blown his arm off by lasgun fire and been healed to 1 wound by the psyker. Then he decided it was a good idea to put his head inside an amorphous Xeno He died
  8. Really, there is only one way i would do this, and that would be if either the entire team got knocked unconscious during a battle, or if everyone burned fate. I would definitely never plan on doing something like this. I once did make a fight where the intention was that the players would be knocked out and captured, though, and it worked horribly, my players hated it and i've never done it again.
  9. He's just throwing around psychic powers? This is what i would do: When people start going insane in the street, it is bound to be investigated. A hereticus cell might come to think that it is a rogue psyker. So, you simply send a low-ranking acolyte team to handle the psyker, and see what happens. If the psyker survives and remains in the cell, send a team to investigate the deaths/dissappearance of the earlier cell. Rinse and repeat as necessary, until the psyker learns that he shouldn't throw things around. Always think of logical consequences for the actions of the characters. At least, that's what i always do.
  10. Remember, the threat ratings are assigned compared to how dangerous they are to the imperium, not a single acolyte (or a cell for that matter) For example, in Creatures Anathema the Flamer of Tzeentch has a rating of "Malleus Minoris". This means that while it could easily tear a low-ranking cell apart with psychic powers, fear 3 and its unnatural toughness, it poses little threat to a city or planet. Meanwhile a normal Witch, which is not nearly as dangerous as the Flamer, has Hereticus Majoris, because it might form cults or invite daemonic possession, thus being a larger threat to the imperium, despite being easier to handle. That said, you should know that most things are dangerous to low-ranking acolytes, and even small battles can be lethal (a couple sessions back, the scum in my cell lost his arm to a few lasgun shots). This is how it's supposed to be, however, and you should not pull the punches. Acolytes aren't supposed to do battle all the time. Still, i recommend starting out with human opponents, the cults they discover can always lead to bigger bads, such as slaugth or daemons
  11. Generally, my acolytes get their stipend after 30 straight days, which means that they probably won't see any new gelt during a mission, other than what they find assorted places (such as finding the local gang leaders stash of cash), but i generally give them quite a long down-time, probably 2-3 months, which make sense considering that they often have to travel to another planet. Thus, they both get the gelt, and a chance to spend it, before their next assignment.
  12. I've never had problems with Psykers being OP, but you might want to check out the errata (It's somewhere on this site), it raises the threshold of a bunch of powers, changes some things (For example Unnatural Aim becoming +30 instead of point blank. Important if the psyker has a shotgun), and probably most of all, it makes focusing a psychic power an attack action, so you cannot both cast a power and attack. Furthermore, psykers er to a degree self-regulating, since they blow up the party if they abuse their powers.
  13. Player 1: So, when will we get out monthly income? (he always asks this. No matter if only a day has passed in-game) Me (GM): You won't P1: What? Why not? Me: The planet you're on doesn't have a moon P2: NOOOOOOOOOOOOOOO!
  14. I also mostly use the "Ignorance is a virtue" route, which works well with my newbies, since they gradually learn stuff about the setting. I have also found that it enhances the mood of the game, since a lot of the xenos, like the Slaugth, are a lot scarier when players haven't encountered them before. I am, however, also slightly mean to my players. Sometimes they encounter mindnumbing stupidity, NPC's that have no idea what they are talking about, in the form of bureaucratic adepts, genocidial commissars, or even the mutants they capture. The fluff of WH40k encourages that nothing is set in stone. I try and keep my players on their toes, never trusting other people than themselves. And so far it's been going great
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