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Redemption NL

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About Redemption NL

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  • Birthday 06/15/1982

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  1. That's how our group got it, every 10 Corruption you check the advances of your character; if you have 5 more aligned to a specific god than the other three, you're aligned to that god, else you are unaligned (again).
  2. Also check out the Dimensional Instability gift on page 294, which grants access to the Incorporeal trait for a few rounds. The Tzeentch variation then gives access to psychic powers if the character can pass a -30 Willpower test, implying that normally a character cannot use powers while Incorporeal.
  3. 1. I'm not sure how he's adding armour, besides the 1 extra from The Flesh Is Weak 1? Keep in mind that cybernetic replacements give a +1 or +2 Toughness bonus to the relevent location only, and you can only claim it once for that location (i.e. if you have 2 cybernetics in one place, you only get the bonus once). 2. Servo-Arms and the Servo-Harness are a form of mechadendrites. If he's only rank 2 I doubt he has anything besides the Servo-Arm, unless you gave him lots of Renown and the Servo-Harness Integration talent which you normally couldn't get till rank 4. 3.I'd say strictly Servo-Arms or a Servo-Harness would could problems with sitting in something as tight as Droppod or a Land-Speeder cockpit. But I suppose he could simply temporarily detach 'em or something. I wouldn't disallow it myself. I don't know how you house ruled the Iron Hands chapter though; there no official rules until First Founding comes out. That could certainly have an impact on things.
  4. Get a Land Speeder with a towing cable to fly around its legs a few times?
  5. As noone in the group wanted to play an Apothecary either, we just use a GM controlled taciturn Apothecary NPC that follows the group around. Also provides a way for the GM to provide hints if the party gets stuck on something by letting the NPC give advice to the group.
  6. Aren't the 'Nids extragalactic (i.o.w., from another galaxy and came to the Milky Way because they probably completely devoured the previous galaxy/galaxies they came from)? That would pretty much rule out C'Tan involvement.
  7. Narkasis Broon said: Or the fact that tyranids aren't really interested in making a warp jump just to rescue a few nids when they could instead attack an inhabited world and make a few million nids? Note that Tyranids can't/don't use Warp travel (at least not anymore, according to the latest codex). See the Tyranid Narvhal.
  8. With Resistance and Immunity to Heat or Cold I think they mean weather extremes, such as the arctic or a desert. Not being immune to flamers, plasma, melta, walking on the sun or being frozen solid and such.
  9. Hordes have been designed to keep larger battles abstract and fast. Unless the Horde has a large magnitude or consists of particurally nasty creatures, you'll notice most player groups can kill a Horde in one or two rounds. You may find adding additional complexity to Hordes may just slow the game down without actually adding much depth. If you don't like the idea of having a large magnitude group all Pinned at once, you could consider splitting the Horde up into a few smaller ones?
  10. Librarian Dreadnoughts - don't forget Grey Knight Dreads Sanguinary Guard - Wouldn't be that overpowered I think, it currently isn't very hard to use a bolter one handed together with a two handed weapon due to Quick Draw. Thunderwolves - Doesn't the Imperium turn a blind eye to Xenos that don't pose a threat to the survival of Humankind? I'm sure colonists use local species as beasts of burden and pets and such. Tyranid Hunters - It was the only specialty class I could think of that would be unique to Ultramarines, due to their codex adherence. Iron Father - Could be a good one. Sword Brethren - Note that since the book focusses on the First Founding chapters, Black Templars and Storm Wardens probably won't get much attention, if any.
  11. Some Speciality classes I could think of that could be fun: Blood Angel Furioso Librarian Dreadnought Blood Angel Sanguinary Priest Blood Angel Sanguinary Guard Space Wolf Thunderwolf Cavalry Space Wolf Wolf Guard Space Wolf Wolf Priest Dark Angel Ravenwing Dark Angel Deathwing Ultramarine Tyranid Hunter
  12. zjungle said: Where can i find such info on the evomently sealed rule for power amour Page 161, Osmotic Gill Life Sustainer Page 163, Damaging Power Armour Page 173, Repair Cement
  13. In the tabletop game, Twin-Linked flamers just re-roll damag,e so you could also consider something like gaining Tearing.
  14. Kasatka said: Redemption NL said: The 1000kg seems a bit much aye, but the 500kg for an unarmed Space Marine in Power Armour seems to make sense. With 180kg for the Power Armour itself, that would leave about 320kg for the Marine itself. Considering the size, bulk, extra organs, black carapace and reinforced bones of a Space Marine that seems about right. That would put a Terminator armoured Space Marine armed with a Chainfist, an Assault Cannon and a Cyclone Missile Launcher at ~950kg, which also seems reasonable. I suppose the 1000kg is the extreme end for a Space Wolve Iron Priest loaded with cybernetic replacement limbs and a beergut. Well the book doesn't state "in full gear" but seems to suggest that is the base height and weight of a naked astartes, if i recall correctly. No, it states the following: Whilst wearing their power armour, an unarmed Space Marine typically stands slightly over 2.1 metres tall and weighs between 500–1,000 kg. (Pg 28.)
  15. Kasatka said: Seconded, thirded and fourthdededed. No growing of marines, ever! If anything, the heights listed in the book are fine but the weights are a bit liberal. We've opted to run on a more realistic option that the lightest of astartes weigh as much as modern day Mr.Universe/Olympian, super heavy weight boxers etc, whilst the heaviest (generally either more squat or taller by a long way) up to twice this. The book suggesting marines can weigh up to 1000kg on their own? That's nuts. Throw on terminator armour, chainfist, assault cannon and cyclone missile launcher... you soon weigh 2000kg plus... it's stupidly heavy considering the fiction says marines don't just demolish all floors they walk on, and can in no way attempt to use non-astartes vehicles and furniture. The 1000kg seems a bit much aye, but the 500kg for an unarmed Space Marine in Power Armour seems to make sense. With 180kg for the Power Armour itself, that would leave about 320kg for the Marine itself. Considering the size, bulk, extra organs, black carapace and reinforced bones of a Space Marine that seems about right. That would put a Terminator armoured Space Marine armed with a Chainfist, an Assault Cannon and a Cyclone Missile Launcher at ~950kg, which also seems reasonable. I suppose the 1000kg is the extreme end for a Space Wolve Iron Priest loaded with cybernetic replacement limbs and a beergut.
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