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Superraiderman

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Everything posted by Superraiderman

  1. if a pc grabs a xenos weapon or any other artifact all they need to let it be seen out in public and it gets the attention of various factions of the inquisition and that can be a adventure in itself.
  2. a untouchable can make life very hard for any psyker. The raise of all the target numbers and the like making their powers much harder to use. p 38 of the radical's handbook is where you can get some ideas how to create such a NPC.
  3. Spoiler alert In the Dark Heresy Church of the Damned - Book 2 of The Apostasy Gambit p 22 the pc's do a exorcism and this would be a excellent way to do such a complicated issue.
  4. I would say that you can carry the 30 kg or about 65 lbs and after that it effects the pc's movement, attacks and etc.
  5. since each of the games in the FFG/Warhammer line seem to have different systems it would seem that they would have to make different apps for each until they sync up the systems in a second edition.
  6. I have not a problem with Battle sisters Space marines, and it is your campaign so your the boss.
  7. great story, the story works well with existing fluff. here is much better pic
  8. A lot of the issue is they ( Games Workshop &FFG) are looking to max the profits for the minimum spent. This is why that they have to put out errata out almost before the books hit the stores. Editors are failing to catch basic errors. With the economy not doing so hot for their customers overall is cutting into their profits for the games. What they also need it a movie or tv mini series to drive sales for all their Warhammer products. They have so much material that they could do shows for years and never "damage" the fluff of the game.
  9. as for the hooves or any other extreme physical change, you might create a problem for the pc if you are seen as a mutant.
  10. Anhydration could be replaced with a set of gills, all depending on how much time is spent in the water. Gills would have to be covered or there would be modifiers for to fellowship as well as they might dry out and bleed. Tech priest could be used to maintain all the traditional stuff as well as any specialized equipment that would be found on your home world.
  11. in our group we use the damage rules for weapons from Black Crusade since they tend to be more balanced.
  12. the untouchable can be a very annoying background especially if you are running the Apostasy Gambit since this group of adventure is very dependent on the warp and Psykers . So be warned if you want to run these adventures since it can require a lot of changes to run them as a GM.
  13. the fun thing about flying bullets even in 40k universe is metal on metal creates sparks and promethium and sparks are a bad combo. With the right amount of "consequences" happening as a result of spray and pray will make most players will find a new plan much better to their liking.
  14. I have found that such a mishap is what fate points are for, If you are pressed for time and they fail the fate roll, just let them come in with a "new" pc that is clone of the last one. We all have had that time when we killed our own pc's before the GM did.
  15. If your "handler" has any clout which as his job of running a group they should, they should be able to get some of the tech you need, role play it with them using the availability of items requested as a guide.
  16. the biggest need for improvement is the need for more maps to help tie the story in better and less reliance on psychic ablities since with the right combo of backgrounds, players will be immune to or at least not all that effected by the ones in the book, I had to change the powers of some of the bad guys to even make them a challenge to my party since one player was a blank vs psychic powers and the other was a tech priest that was not effected by mind attacks.
  17. I agree, if you get a called shot, I would think that you could dodge it, and in melee range you risk arcing to friends as well as foes.
  18. The untouchable only makes the target numbers higher. The Radical's Handbook page 38 states that the Untouchable PC can never gain psychic powers, pure faith, sorcery or related talents, they completely immune to psychic powers, energy or effects directed against them as wells as warp powers, possession or sorcery, Corruption from warp shock and so forth. They can not be detected by Psyniscience, sense presence or similar powers, these powers simply fail when directed at them, but not other party members. Their disruption area has a radius equal to the Will power bonus in meters and the threshold for powers manifested within this are is increased by 10 and will power test are at a -20. Also those affected by Warp instablity suffer double damage. The best way to attack them is indirectly, example using TK to drop a boulder on them.
  19. untouchables can be fun and a headache for a GM. The Modules Black sepulchre, the Chaos Commandment and the Church of the Damned. Many of the bad guys are really weakened or have to be changed. Sorry Spoiler on these modules.
  20. Most army figure from the mini game for Warhammer would work but they can get expensive if you want customize figure, but E-bay can help keep costs down.
  21. I would use flammable liquid in bottles, like alcohol that just lights as they use their flamers.
  22. Armor is not very effective vs Psykers and krak grenades always work so well too
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