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Glowcat

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Posts posted by Glowcat


  1. andrewm9 said:

    One can always acquire the Mark of Tzeentch as a reward and become a psyker. No need to be a psyker to start.

    It doesn't even need to be rolled from Gifts as you can get Mark of Tzeentch automatically with enough Tzeentch-aligned advances.


  2. One way to go about delayed progression (if one wants it) that makes a bit more sense than Ranks/Levels is tying limits to a related Characteristic Upgrade as a prerequisite. e.g. Mighty Shot is unavailable without at least the Intermediate Ballistic Skill upgrade. This prevents grabbing certain powerful Talents immediately while still promoting specialization as a firearms characters would be raising Ballistic Skill anyway.


  3. Cymbel said:

    Does anyone feel like this paves the way for a new edition of Dark Heresy?

    That's what I have had my hopes on. Black Crusade is just better system-wise than previous installments in the WH40K line.


  4. Drhoz said:

    One has to wonder how they get around - golf carts? SegWays?

    There's another recent thread on one of these RT sub-forums discussing this very thing. Plenty of options such as Trams, Futurama/Jetsons Tubes, Rickshaw Servitors, etc. Orks would travel with whatever vehicle fits in the corridor.


  5. Deinos said:

    Dark Heresy has rules for Heretek Savants. Seems easier to take the Inquisition out of Dark Heresy (since DH looks like it was intended to be a generic 40k roleplay and that they added the inquisition stuff at the last minute, ie. how DH core has not a single scrap of crunch reflecting the PCs serving the inquisition) than the Chaos out of Black Crusade.

     

    Step 1) Do all advances as Allied, Ignore Alignment.

    Step 2) Change Infamy to Influence and its tens digit into Fate

    Step 3) Profit

    Meanwhile if you worked from DH you'd be dealing with different approaches to balance (Starting Skills, Base Characteristics, etc.), Thrones instead of an acquisition roll, different Skill groups, and the closed Career/Rank system. No, it is far better to go with Black Crusade than with Dark Heresy.


  6. It's something I'm also wondering about, as my first character will (at least begin) completely uninterested in Chaos or its major powers and keeps near the rest of the party because they can protect him from the Adeptus Mechanicus's agents. I suppose a non-Chaos Heretek can fit in as well as a Chaos Heretek as their primary purpose is to take care of technological problems in either case. The only difference between him and the party is that they'll probably want to stick a daemon in whatever he makes.


  7. Cifer said:

    How do you start a campaign or a single adventure of Black Crusade? Like no other game of the series, BC lends itself towards a sandbox approach. Further, the setting favours pro-active PCs - they're not the ones thwarting the plan of evil, they're doing the planning themselves

    Erm, if you've been running Rogue Trader differently then you've come as close to possible in a RPG to "doing it wrong." Hopefully that statement was just hyperbole. On the sandbox scale it is slightly more open than late game Dark Heresy, both of which are far above Deathwatch in comparison.

    If you need a way to get players together and the action started before a sandbox approach, consider a temporary master figure who unites the party originally but is intolerable as a leader. Make him or her aggravating enough and the party's first Compact would be to betray said master.


  8. LETE said:

    Chaos apotheosis sounds like the Taoist endstate (I may be wrong on this one): Becoming immortal & alchemically super-powerful.

    It's completely wrong. It is essential for any follower of The Way to come to peace with oblivion itself, and the very essence of Taoism is strongly opposed to the concepts of Chaos as making oneself empty neuters the emotional drives that serve to empower the Ruinous Powers. While the folk religion which adopted parts and the name of Taoist philosophy did seek alchemical means to immortality, the philosophy itself (like Buddhism) made a point against self-destructive obsession. When one understands The Way power, such as that of the Chaos Gods or the Emperor, is realized to be inconsequential for happiness. The closest Alignment a Taoist would come to would be that of Tzeentch, but even the Lord of Change is ironically too bound in his ways compared to the philosophy's ideal.

    Back On-Topic:

    I see good-minded people who attempt to use Chaos in the same way that I'd see a cook who barbecues over an open flame while drenched in fuel. While a possible means to an end, there are much better ways of doing the same thing. As such it is only the truly desperate and/or foolish who find themselves using Chaos to enact a noble cause. While Chaos/Immaterium remain tainted by negative emotions you're, at best, playing with fire. However, these character are infinitely more fulfilling than Chaotic Stupid characters made so vile that the player cannot sympathize with them at all.


  9. Why only half action aim? Full Action aim. Wait for the Marine to stop in melee combat, begin shooting at point blank with +30 to hit. Only -20 to BS while the first guardsman lives. Marine loses the Run effect when it's his turn again.

    BS 35 + 20 (FA) + 30 (PB) = 85.


  10. Deinos said:

    Lasguns can be deadly to astartes... fired by hordes. That's entirely the intent behind lasguns, a mass produced, reliable, weapon mainly for killing other humans. It even states that bolters are mainly around for use versus orks, because lasguns just don't cut it against them, and orks aren't normally as tough as astartes.

    Ork boyz are exactly as tough as Astartes. Unnatural (2x) in both Deathwatch and Into the Storm.

     

    ----

    I have to strongly disagree with the notion that a naked Astartes are somehow imbalanced and should suffer further penalty when under lasgun fire. Using FFG RPG game rules an Astartes would have 8-10 TB on average, which leaves room for the 1d10 + 3E damage from a normal lasgun shot to cause harm even before Righteous Fury is considered. A platoon of guardsmen firing on Semi-automatic would get enough shots to almost certainly take down the Space Marine. Overcharge Packs make it even easier.

    When placed in a suit of power armor.... well even normal humans are pretty much invulnerable to lasgun fire while wearing standard Power Armor and with a good Toughness score.

    The only problem I have with Space Marine power balance is how Black Carapace somehow makes them effectively smaller targets when as I understand it, Carapace only improves their connection with power armor. How that makes it even more natural to move around in there than a hulking creature in the nude escapes me. With the +10 to hit it'd be easier to balance the Space Marine tanking factor with the smaller and more difficult to hit humans.

    Otherwise, the GM must houserule that some cover doesn't work for ©SM compared to others. If the Space Marine's size becomes a penalty then a certain balance in combat is achieved where humans should hide behind things whereas the CSM could charge ahead undaunted.

     


  11. Considering that not all Adeptus Mechanicus accepted the Emperor as Avatar of the Machine God when he arrived on Mars, it's very easy for Chaos Hereteks to see him as a false Omnissiah. Even easier than the ex-Imperials who consider Mr. Emperor a false god.


  12. OrfeoCulzean said:

    Or maybe unified expanded Psyker rules for DH, RT, DW and BC ?

    I'd like it if they did go for full "splatbooks" instead of this mess of systems they have now. Balancing and conversions between them are completely off so it becomes a pain whenever trying to integrate things from separate game lines. It also results in a lot of wasted space for the core rulebooks where things are copy-pastes of another game line's core. imo WoD has the right idea here, and nWoD's main splats are far more organized. They use the extra space to expand upon the focus of the splat, enough to give players a very good idea of what sets this type of character apart from others as well as going into the special rules of each splat group.

    Unify the psyker rules, and unify the whole WH40K game line system into a single Core for basic gameplay. Then when a group wants to play Inquisitors/Acolytes, they pick up the Dark Heresy splat. If they want to play Guardsmen or Eldar, they pick up those books. It's supposed to be one universe where everything comes together at some point so creating a hundred variations of the same system only makes products less compatible with other lines and the experience ends up being frustrating (or at least it has on my end). A new supplement should add something to all existing products without needing homemade conversions because book X uses a different system than the thing in book Y, despite both being a perfect match for each other.

    Correct me if I'm wrong, as I don't play Tabletop, but isn't this what the main Warhammer 40K line does? From what I've read there is a Core Rules book and individual armies get their own Codexes. Why should the RPG be different?

    Other than that above rant, I'd second that AdMech request. For something so important to the functioning of the Imperium we get almost nothing to work with when it comes to how the Tech-Priests and their Forge Worlds operate. More about how the different patterns emerge, what kinds of invention are sanctioned tech, how a Tech-Priest gets caught up working for an Inquisitor, etc.


  13. From how I understand the workings of Adeptus Mechanicus, both are in their own way equal representatives. The Dark Heresy Tech-Priest career represents the more "civilized" AdMech whereas the Explorator is an AdMech on the frontiers, searching for lost knowledge in places many rightly fear. Both pursue the quest for knowledge in their own way.

    However, the DH Mechanicus is probably the one most people think of when they hear "Tech-Priest".


  14. Umbranus said:

    • and my own idea would be to make the wounds gained by SC temporary damage that heals after each fight (or after some rest, like fatigue). That would make it more useful that it is now, because it helps in every fight AND gives killteams without apo an increased survivability (in my opinion without making the apo useless). **

    I kinda like this, if only because it's odd how one person near death needs a ton more medical aid than another person near death. It might be too powerful though, and immediately switches the oddity around so that somebody who took a bolt shell to the chest doesn't need ANY medical aid. Perhaps something in between, like being able to recover an amount of wounds (taken from Sound Constitution's bonus) equal to the character's Toughness Bonus.


  15. Gaire said:

    One more thing: Here's the trick to the "Lost Legion/Chapter" excuse: the gene-seed is designed to only work on males. If a female Marine or Chapter (or Legion, I won't discount that) turned up, they'd immediately be suspected of mutation. Look up the Cursed 21st Founding of Space Marine Chapters for examples of what happens when Marines mutate.

    You say that like it was a goal and/or that somebody can't be arsed to modify the way gene-seeds work. I feel that the latter of those is the best way to explain the canonical lack of female Space Marines. Being slightly misogynistic and scientifically regressive, I don't see the Imperium bothering much with exploring ways to get around the initial gender limitations. It wouldn't be anti-canonical if somebody did do such a thing though. There are many secrets in the WH40K universe and sometimes knowledge gets lost for a while.

    By the way, implying that being female would ruin a warrior-monk/space knight image? Kinda sexist.


  16. Morangias said:

    Can humans take on Space Marines? Yes, sometimes. Does it mean humans are equal to Space Marines by any sane standard of comparison? No, because you're comparing the most exceptionally powerful individuals humanity has ever produced to an average Space Marine, and they still come out roughly equal at best.

     

    I dunno. There's this one guy who is sitting on this nifty throne...

    Space Marines are elite genetically enhanced warriors granted some of the best gear in the Imperium but there are other ways of matching their power. They're exceptional warriors built for combat but they're not magic. Humans might never become as physically impressive as Space Marines (without modifying themselves in a similar way) but without giving Space Marines arbitrary advantages the normal human isn't going to be much worse. When you consider that some human DO modify themselves, mostly in the AdMech, then the gap shortens even more. If an AdMech Magos wanted to turn him or herself into a war machine what exactly would make the Space Marine inherently better? Both of them are essentially enhancing themselves with "gear" which is woven into the fabric of their corpus. Technology is the source of power for both and it isn't magically better when in a Space Marine. The only advantage a Space Marine gets is the same as an Ork's, but raw physical implants aren't the only way to become a power house.

    As namesrever said, it all boils down to gear. Your counter argument was basically comparing an unarmed person against one with a tank and then declaring that the tank isn't gear because the person inside is naked. If you're starting the comparison from an already unbalanced position then obviously when you increase both subjects at the same rate the one who started with more stuff will continue to have more stuff.

    I mean, this should all be obvious when you consider that Space Marines are enhanced humans. How does it make any sense to say other humans couldn't be enhanced via other methods and be on the same level?


  17. Since people seem to think it's an issue.

    I'm putting together a similar system where there is a consumable "Profit Factor" with periodic gains, and the way I felt I could prevent players from just sitting around is by creating events much like Misfortunes. Instead of letting players sit back and relax, throw an Ork Kaptin at their profit source and force them to respond or else lose it. They'll get the message that whether they sit around or not, you're going to make them go on an adventure. Better that they increase their rate of gain instead of fight to protect what they have.

    Ultimately, as a GM, you're the most important factor in balancing the game and preventing obvious exploits.

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