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Honir

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  1. So, my group has been playtesting the new edition of D&D and finding it way better than it has any right to be. Since Warhammer rolepay is still my most beloved system though, I've been thinking of importing my favorite bits from D&D 5 to make 40k, which I've always seen as a very roleplay heavy system, even better at developing story through mechanics. 1) Combat Advantage This is the big one, and the most noticeable difference from playing any other version of D&D. It gives you an increased chance of success, without increasing the maximum or minimum level of success. For a game like 40k, based on a range of 100% probability, this is extremely useful. Why is it good? - It's usually granted for combat situations, rather than character abilities. This keeps players focused on the story and the environment, rather than staring at their character sheet to pick a talent. THE RULE: When a player has Combat Advantage, they roll 2d10, and the lower number is the tens digit. Players get combat advantage for: 1. Melee attack against a knocked-down opponent 2. Ranged attacks from cover 3. Melee attack against an enemy in cover 4. Ganging up on an enemy with multiple melee attacks 5. Being successfully assisted on any Skill Test, by another player helping you or hindering your opposition - These rules replace the normal bonuses, i.e., the flat bonus for hitting a downed enemy or ganging up on one 2) Disadvantage The dark twin of Combat Advantage, this works about like you'd suspect. It lowers your chances of success without affecting the range of results. For Space Marines, this can keep them from becoming powerless in a situation, simply because of stacking negatives. THE RULE: When a player has Disadvantage, they roll 2d10, and the higher number is the tens digit. Players get Disadvantage for: 1. Ranged attacks against a prone opponent 2. Ranged attacks at an enemy in cover 3. Any attacks while Suppressed 4. Ranged attacks when surrounded by enemies (crush them with the butt of your bolter!) 5. Being severely hindered on a Test, as when trying something you've never done before - Advantage and Disadvantage cancel each other out, so, for example, two characters firing at each other from cover will make straight rolls. This keeps combat from falling into wars of attrition. However, two bloody opponents making melee attacks against each other while crawling on the ground will BOTH have Disadvantage, so just because your opponent is hindered does not mean you have Advantage. - One last important note: Fate points work as normal with both Advantage or Disadvantage. This means Fate Points are more powerful when you have Advantage, and less powerful when you have Disadvantage. This really empowers players to set themselves up for success, while limiting their ability to force success in reckless attempts, which I like. 3) The Skill-less Skill System The last big addition I wanted to thieve from is: Skill restrictions in D&D 5e don't really exist. Unless the GM rules so, anything can be attempted, even if it means having Disadvantage and other penalties. Skills just give you a flat bonus to a type of activity, and you and your GM decide which attribute to base it on, depending on the situation. This leads to wildly creative combats, where players' core attributes become the most important thing on their character sheets. THE RULE: There is NO PENALTY for using a Basic Skill Untrained. Taking a Basic or Advanced Skill grants you a +5 bonus. Additionally, your Specialty allows you make Advanced Skill Tests Untrained with DISADVANTAGE as long as the Test relates to your specialty in some significant way, examples: 1) An Apothecary may be able to use Decryption on medical software from his familiarity with the subject 2) A Devastator who uses rockets and grenades might be able to attempt to disarm a common explosive without Security (and he better not fail…) 3) A Librarian may get vague impressions or have an ominous vision when attempting a Forbidden Lore skill he doesn't have 4) An Assault Marine may be able to determine the Tactics an enemy is using from his up-close encounters with them - These rules allow character to try a lot of creative solutions to problems, leveraging the Disadvantage mechanic to ensure there is a tangible reward for taking the skills in the first place. So yea, these are the choicest cuts from the D&D Playtest that I've served up dans le style a la Deathwatch, I think the basic is system has brilliance like there's no tomorrow, but right now the most narratively rich game I'm playing is D&D, and that let's me know: "Yea, things can be better."
  2. Nojo509 said: Not all the Grey Knight powers have been Deathwatchified by the sidebars in Daemon Hunter. Has anyone worked up all the DW conversions for the psychic powers? As for psychic powers, I've generally converted as follows: Threshhold: Ignore this, most powers scale with Psy Power Rating anyway. Overbleed: An overbleed of 5 is one additional degree of success, an overbleed of 10 is per 2 degrees of success on the Focus Power Test. Threshhold effects: Anything which would give +/- 5 to a Power Manifestation roll, instead gives +/- 10 to the Focus Power Test, +/- 10 on a power manifestation roll converts to +/- 20 on a Focus Power Test. Actually, the fact that they wrote all the psychic powers in DH rules only is my sole criticism. Replacing Squad and Solo mode abilities with psychic powers makes sense, since the Grey Knights are a team of Psykers that are powerful in their own right, but function best as a team. However, most people aren't going to run a team of Grey Knights, they're going to run a single Grey Knight with a team of Space Marines. For this, I agree it's a good idea to let them use cohesion for Codex abilities and maybe have an additional power for operating in Solo mode. I think FFG did an admirable job of integrating Grey Knights into both rulesets, while making them a comparable power level to Space Marines using rules that make sense. However, I like the idea of Grey Knights being a clear step above your rank-and-file marine, and giving them Space Marine abilities in a addition to their standard array of Psychic Powers achieves this nicely.
  3. Thanks so much! I'm actually writing a campaign where the players start as adolescents on Fenris, passing their trials to be considered for training as Space Marines, so I will definitely use this.
  4. The discussions above about Insanity are spot-on, it has to be tailored to the chapter. As for Corruption, simply showing them easily available, but heretical, means of power can inflict corruption. If they actually use the Xenos tech, the impossibly shard (read: Chaos) sword, or read the log entries of a Chaos Marine to find out where the rest of his horrible allies are, they're going to take way more corruption (if they fail the roll). Also, I'm totally using the corruption-point based advancement from Black Crusade with my Space Marines. Corruption, instead of granting malignancies, will grant them awesome powers and let them channel elemental chaos - which will give them more corruption points and more awesome power. Of course, any sensible or noble marine would never use such blasphemous power, even to save the lives of his beloved battle-brothers, and would watch them die horribly one by one rather than use the power which could save their lives in an instant. In this case, they get Insanity points instead. I think "damned if you do, damned if you don't" scenarios are a great way to introduce insanity, corruption, and morality into a DW campaign.
  5. I'm thinking of using Demiurg NPCs or PCs in my next campaign. Since there's nothing known about them outside of the limited info in Battlefleet Gothic, they're kind of a blank page to play around with. Appearance: Demiurg look like short, squat humans, with the exception that all their skin is made from biometals. This gives them a distinctive silver/iron or gold/brass hue with significant advantages to their strength and toughness. However, this makes them extremely sensitive to cold and heat and much easier to spot in the darkness. For this reason, they wear special enviro suits that allow them to flame weapons without boiling from inside. Standard issue Demiurg flak armor provides bonuses that negate their vulnerability to heat and cold and allow them to hide without penalty. Base Statistics: WS 20 BS 25 Str 25 Agi 15 Tuf 35 Per 20 Int 25 Wil 30 Fel 30 Traits: Unnatural Strength x2 (or +3) Unnatural Toughness x2 (or +3) Vulnerability (Cold, Heat) - do not reduce Heat or Cold damage by toughness Shiny (-20 to all concealment rolls) Abilities: True Knowledge: The Demiurg, unlike many other races, actually understand the science behind all the technology they use, and will rarely be seen using equipment they cannot disassemble and reassemble themselves. Demiurg may reroll any uses of the Tech Use skill. Reverse Engineering: The Demiurg are masters at learning from and repurposing alien tech. Given an existing copy of any equipment and items made from similar materials, a Demiurg can create another copy of that item with a requisition cost of -10 less than the normal price. Such items may be seen as highly heretical by tech priests, but to anyone else, they are no more or less illegal than any Xenos tech. Tinkering: All Demiurg can enhance and customize the equipment they are using to suit them. All equipment used by Demiurgs is considered one step higher than its actual quality (normal becomes good, etc.). Natural Tech Traders: The Demiurg treat Tech Use and Barter as trained skills. Old Hatreds: The Demiurg were pushed to the brink of extinction by the Orks and all start with the Hatred (Orks) talent. New Alliance: The Demiurg, as members of the Tau, start with Peer (Tau), Forbidden Lore (Tau), Peer (Kroot), and Forbidden Lore (Kroot). I haven't decided on starting skills and talents and the advance package yet, but you get the idea.
  6. I was considering a couple small special rules to to help give them a little more flavor, since the Blood Angels are the craziest, ragiest chapter in the book and the writers seemed to be struggling to find them a similar niche. Special Rule: Unstable Gene Seed: You may choose a result on the altered stock table in Rites of Battle and add those changes to your character. Special Rule: Scrapper: Space Wolves are comfortable using melee attachments on their guns. Starting characters may add any melee attachment of Rare quality or lower to any ranged weapon in their starting gear. Space Wolves get +5 WS when attacking with the attached melee weapons and do not take penalties to BS when firing a weapon with a melee attachment. New Talent: Ferocious Charge: Space Wolves learn melee combat as blood claws long before they're handed jump packs. A charging Space Wolf does 1 extra damage against a single target or 1 extra Magnitude damage against a horde, plus 1 for every 2 degrees of success, when charging. This does not stack with any bonuses to charging with a jump pack. Requirements: Space Wolves only
  7. Haven't run into this particular probelm, but as a general D&D fix: if your players can do it, NPCS can too. Before they close on these deals, they are attacked by a rival rogue trader. This rogue trader has huge, cargo-laden ships - and the warship escorts to match - and stands to be on the brink of bankruptcy if the PCs start stealing trade from him as they inevitably intend to do. You don't increase profit factor in this universe without taking it away from someone else. Short story: One of their ships gets stolen, sabotaged, or just blown the hell up by archeotech weapons. They spend the next few sessions recouping losses and getting revenge. (The Imperial Navy would like to help the PCs, since they're on the right side of the law, but can't, since they've likely retreated beyond imperial space). ...and just after they make they next big acquisition, Orks show up. Basically, they can't acquire anything faster than the DM allows, given a reasonable explanation. Most game-breaking strategies - as in real life - only work if you're the only one doing them. If you're offering something no one else can, you can make a fortune. Once people see the money you're making, they're likely to copy your methods. Also, qcipher is totally right about the empty holds. Visiting an agrarian world, you might be able to fill them up, but most worlds just don't have that much stuff for sale - with a trading partner that will make you a profit on the sale. If other traders are running that same route, profit starts to fall to zero.
  8. I actually find Imperial Fists quite interesting, as they are masochistic on a level only matched by Slaanesh's Traitor Legion, the Angels of Ecstasy. They throw themselves headfirst into the most brutal conflicts possible, they march into enemy traps head on, they'll attack anywhere if you tell them the place is well-fortified and "impenetrable," and when they're not at war, they like to relax by putting their hand in a glove that electrifies every neuron in their body. To be this masochistic with a death-wish and still be a knight of honor is the central paradox of the Imperial Fist. The Ultramarines, by contrast, are the highest of the high, they are nobles among nobility. This leads to many "heavy is the head that wears the crown" stories and anyone interested in playing an Imperal Noble-born should be interested in trying an Ultramarine. Their duty to resolve conflicts and be a peacemaker is a huge burden in a setting where fanatical conviction is the norm. Their reliance on reason rather than resolve already makes them more interesting characters. I see their reliance on the codex as simply a requirement to have a good reason for why your doing something, even if you have to quote a book to get the point across. Simply being a man of reason in a universe damned to fanatacism and fear of the unknown is an incredible task, especially when all of your trusted battle-brothers are liable to be partially insane (as illustrated above). The Ultramarines must work tirelessly to secure peace for all the Imperium, even when he may hate or despise his eccentric battle-brothers, the corrupt ordos, and the ignorant rank-and-file humans, and that shows a maturity well beyond their contemporaries.
  9. I think if your Plasma Weapon is linked into your armor, you should take damage whenever it overheats. There's no dropping it if the power surge is coming from your back. It should also interfere with the normal functioning of your Power Armor, imparting -60 to all your reactions until your next round when a hooked-up weapon overheats. A player who has to roll Plasma Cannon damage against himself might want to use a standard clip afterwards. Giving starting Chaos Marines Terminator Armor doesn't seem so bad to me. Chaos Marines can be hundreds of years older than starting Space Marines, and should be a good step up in power from them at the start. However, Terminator Armor isn't subtle. When I set traps for them full of melta-bombs, krak missile teams, and multi-mela ambushes, they'll be envying their more mobile comrades. Of course, eventually they can get teleporters to make up some of the inherit drawbacks of the armor, but by then everybody else will be getting new toys as well. This is one of those balance issues I'd have more fun designing around than house-ruling out of existence.
  10. While I love the idea that one of the Space Marine Chapters has experienced a radical mutation in the gene seed that causes all neophytes to have a complete sex change by the time Black Carapace is implanted, I have another idea. The Ordo Xenos is insanely secretive, like all orders, so it's quite possible they have a stealth division, unknown to the Deathwatch, were Sisters of Battle in their much lighter power armor, use stealth and technique rather than brute force to overcome alien forces. The Sisters Exterminatus are tasked with eradicating alien threats before they begin or, if they cannot, retrieving evidence of infestation and actually initiating Exterminatus. Playing a character who may already be responsible for the death of a whole world gives female players a scope on par with the Space Marines of Deathwatch. This gives the female player a unique status, and also side objectives: like snatching the McGuffin while the big boys lay down the thunder and cause a distraction. A recent Dark Heresy supplement gives all sorts of cool options for SoB Specilaties similar to the class choices in Deathwatch. I'll be happy to write up some conversions to space-marine scale power levels if anyone is interested.
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