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Havelock Victus

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  1. I'm too quite intrigued to read this document, alas the link is not available
  2. Greetings! I've been playing the core Relic game for a few months, so i feel now comfortable enough to create some content and house rules. I'd like to include a scenario that involves a shard of the Nightbringer lying on a Tomb World on the center of the Wap Rift. Due to the conflict on the Antian Sector, he is now slowly awakening and the Imperial Players must work together to counter this terrible threat. This scenario is mainly cooperative (players will either win or lose together) so i added the "Shoulder to Shoulder" rule from Nemesis in order to give the Imperials some help. The game is based on a well known concept called "Doom Track" (here called "Necron Rising Track", or NRT from now on). This track can be a crafted dial (like the Nemesis Dial), using pen & paper, dice etc If the players do not resolve the threat before the NRT reaches it's end, then they all lose the game. The NRT limit is based on the initial amount of players on the setup. Note that i tested this with 2, 3 and 4 players and the core rules...i have no idea how it would fare with 5-6 and the Nemesis Expansion. ------------------- Rise of the Nightbringer Special Game Rules - Whenever the active player draws a Threat Card with an Omen Icon, he must advance the "Necron Rising Track" by one point. If the track reaches the endgame value (see Necron Raising Track below), then the Nightbringer rises on his full might and all players lose the game! At the start of the engagement phase, if a player is on the Blackstone Fortress space, he may instead discard one 5+ Power Card to decrease the Necron Rising Track by one step. . At the end of your movement phase you may trade any amount of Power Cards, Trophies, Assets and Influence with any player sharing your space. Confrontation: Initiate a Battle against the Nightbringer. During the Determine Battle Form Step, select the battle form of your choice. The Nightbringer battle bonus for all attributes is equal 6 + NRT. Any amount of players on this sheet may assist you by adding their attribute score (the one matching your Battle Form) to your Battle Score. If you win the Battle, place one charge token on this sheet and reduce the "Necron Rising Track" by one and one extra step for each player that assisted you. If you lose the Battle, you and any assisting players lose one life (as normal) and each must discard one asset of Power card. For each discard refusal, or unavailability to do so, the Necron Rising Track is increased by one step. If any player is Vanquished by the Nightbringer, that player is eliminated from the game instead. If there are four charge tokens on this sheet, all players win the game! ------------------- Necron Rising Track At the beginning of the game, NRT starts at 0. Every time the current player draws a threat card with an omen symbol, increase the track by one. Each time the NRT reaches a Necron symbol (every 4 steps), the active player rolls a die and applies the result for all players. Once a Necron Symbol has been resolved, it cannot be resolved again on this game (you may mark it somehow to better remember). The endgame values are related for the amount of players that started the game and are not affected if a player is eliminated. Whenever the NRT reaches it's proper endgame value all players automatically lose the game. Necron Rising Track 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 X X X X X X 13 (endgame for game with 2 players) 19 (endgame for game with 3 players) 25 (endgame for game with 4 players) X = Roll 1D6 and apply the result for all players. 1-3 - Lose one life 4 - Discard an Asset or Power Card 5 - Draw a Corruption Card 6 - Nothing happens. ------------------- There might be a problem with the Nightbringer itself: With the current rules, it is quite difficult for one player to beat the Nightbringer alone (as intented), so he should have assistance from at least one player. But that would mean that those players must enter the Warp Rift basically at the same time: otherwise, they will be hit by the Nightbringer a few times until the other reaches the center (which is bad, since losing a battle risks advance of the NRT and possibly being eliminated from the game). I've got a few ideas for this: 1) The last tile of the inner tier (Maze of Tzeentch) could be replaced by something like this: Necron Inner Chamber: Test an attribute of your choice at 10. If you fail, lose one life. You may stand on this space instead of advancing next turn. If you do so, place a character token and increase the next skill test difficult by one for each of your character tokens on this place. If you advance, remove all of your character tokens from this place. I'm sure the text can be refined, so it can fit the tile space, but that's the general idea. 2) Whenever a player activates the Warp Rift for the first time, all players are immediately moved to that space, no matter where they currently are in the game. If a player does not have a relic at that time, he is removed from the game. Then, starting by the active player, resolve the Warp Rift textbox for each player. Aftwewards (and starting by the active player again) every player will advance on the Inner Tier as normal. Got this idea thanks from a post on this Forum or in BGG. Of course, if not all the players spend the exact amount of influence, trophies or are level 8, they will no reach the center at the exact moment...but at least they will be reasonably close to each other. Perhaps advancing conditions could be required only once for all players? For example, players could pool their resources to have X influence, X trophies and X level to advance together? 3) Create a custom inner tier that resembles the whole tomb world, with it's own mechanics and perhaps related to the NRT score. This is my main goal, but it will take time, effort and suggestions on how to implement it. I'll let you know how does the game fare with options 1, 2 and 3. Please let me know of any suggestions whatsoever! Regards
  3. ItsUncertainWho said: Havelock Victus said: 1) Does the Unnatural Intelligence (x2) trait which you can buy at the Sage Rank stacks with the one provided by the Good Quality Cortex Implant? (DH pag 155). Meaning: Can you get an Unnatural Intellgence (x3) on this deal? Yes. Havelock Victus said: 8) The Ordo Sicarius Initiate alternate rank on the Daemon Hunter suplement allows you to buy Psy-Rating 1 for ANY class. How does this fits on the Tech-Priest , since all background packages/talents/rules related to Psychic powers are always restricted to that class? Would it fit on the game background having a Tech Priest with psychic capability? Just because the advance is in the list doesn't mean you qualify for it. I would say no for Tech Priests. Generally the amount of augmentation they receive precludes them from developing psychic abilities without the direct involvement of warp entities. Also, someone who is an Untouchable would not be able to purchase the advance. 1) My initial thoughts were that since trait and implant get you the same bonus (x2), they wouldn't stack. Could you explain me the logic behind it? 8) As the Psy Rating 1 on that advancement table has no pre-reqs, and there was no wording whatsoever against Tech-Priest (plus, with the Sicarius Training talent that gives something to each class) i though this alternate rank had some background-fluff to allow it. I never read any novel or found any mention of Psy-Techs so i wanted to be sure. 9) What would be the diference between an Electro-Graft and a Mind Impulse Unit? I know MIU is a kind of a "Matrix craneal plug" but i also thought Electro-Grat was the same. Do bonuses for talent and implant stack?
  4. Stormtrooper is definitelly the worst class designed on this suplement. Not only he doesn't get features as near epic as the rest , but at the first two career tables he gets individual skill advances rather than skill masteries/paragon talents...what the hell? He doesn't even gets an unnatural trait to cope with the rest of the cadre.
  5. Greetings! I've been playing in a long-run Dark Heresy campaing (three and a half years now) with a Noble (Scintillian) Adept (which is the name of my Avatar) and being at 15k XP, we are pretty close to move into Ascention. I have a couple of doubts which i'd like to get clarified: 1) Does the Unnatural Intelligence (x2) trait which you can buy at the Sage Rank stacks with the one provided by the Good Quality Cortex Implant? (DH pag 155). Meaning: Can you get an Unnatural Intellgence (x3) on this deal? 2) How does Unnatural Agility (x2) and Lightning Reflexes talent stack for Initiative? 3) Rules for Heavy Weapons state that if you don't brace them (bipod/tripod, sanbag etc and using a full action) it's impossible to do semi/auto fire and you get a -30 penalty to shot. The Bulging Biceps talent states that you can fire a weapon on semi or auto fire modes without first bracing, does the talent also remove the -30 to hit penalty? 4) Is there any way in the game to remove the -10/-10 penalty for Ambidiextry/Two Weapon Wielder (Melee)? (Like the Gunslinger ranged talent) 5) Is there a guideline to put a price on the Implants found on Rouge Trader? 6) Two Weapon Wielder (Ranged) and Two Weapon Wielder (Melee) are required to perform attacks with a ranged weapon and a melee weapon in the same turn, otherwise you don't count to have any of them. Does this mean that if you have Ambidiextry and Two Weapon Wielder (Ranged) and i try to attack with a Bolt pistol and a Chainsword i get a -10 / -30 penalty? (or a -20 / -40 penalty without Ambidiextry?). Can i do multiple attacks without having any Two Weapon Wielder talents? (like firing two bolt pistols without Two Weapon Wielder Ballistics talent) 7) Table 5-5 'Servitors and Familiars" (Page 145, Inquisitor's Handbook) seems to be a guideline to build cyber-familiars from scratch (thus, to calculate the Adeptus Arbites Cyber-Mastiff for example). Could this table also be used to improve already exsisting ones? If i'd want to buy a Cortex (Talent Implant) to give my Bloodhound Cyber Mastiff (Book of Judgdement page 74) the "Double Team" talent, could i do it by paying 500 thrones and passing some sort of skill test (like Tech-Use) and a reasonable lenght of time? 8) The Ordo Sicarius Initiate alternate rank on the Daemon Hunter suplement allows you to buy Psy-Rating 1 for ANY class. How does this fits on the Tech-Priest , since all background packages/talents/rules related to Psychic powers are always restricted to that class? Would it fit on the game background having a Tech Priest with psychic capability? I'm pretty sure i have more questions, but for now these will do. The Emperor Protects! Sage Havelock Victus, Ordo Xenos.
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