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Shadow Walker

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  1. Sorry if wrong forum but there are exciting news: MUTANT CHRONICLES: SIEGE OF THE CITADEL SECURES DEAL FOR CO-PUBLISHING, GLOBAL DISTRIBUTION, AND LOCALIZATION WITH FANTASY FLIGHT GAMES. Today Modiphius Entertainment, publisher of the Achtung! Cthulhu, Mutant Chronicles, Conan, Infinity, and John Carter of Mars roleplaying games, and Cabinet Entertainment (Conan the Barbarian, Kull of Atlantis, Solomon Kane, Mutant Chronicles, Mutant: Year Zero, Kult) announced a new partnership with Fantasy Flight Games for the global publishing, retail distribution, localization, and translation of the Mutant Chronicles: Siege of the Citadel miniatures board game. In a joint statement issued by Fredrik Malmberg, president and CEO of Cabinet Entertainment and Chris Birch, publishing director of Modiphius Entertainment, “FFG’s global reach is unsurpassed in the hobby game industry and their expertise allows us the opportunity to focus on the game’s design and development. We’re thrilled to be working with them to bring Mutant Chronicles: Siege of the Citadel to friendly local game shops everywhere.” Mutant Chronicles: Siege of the Citadel has currently raised more than $280,000 in a highly successful Kickstarter campaign with more than 2200 backers and three days to go. The retail version of Siege of the Citadel will be released worldwide after the delivery of the Kickstarter rewards, which are due to be shipped Q4 2017. Siege of the Citadel, originally designed by Richard Borg and published by Target Games and Pressman Toys in the 1990s, was one of the first games of its kind to offer character development and the unique rotating Dark Legion player, among other groundbreaking ideas. Conceived by Sweden’s gaming powerhouse Target Games, Siege of the Citadel was advertised on television in the US and hundreds of gamers still own much loved copies across the world. This new edition reboots the classic game with balanced and updated rules, 40 new sculpted minis, new double-sided tiles, new creatures, and an A-List design team of Richard Borg, Eric M. Lang and Kevin Wilson. Link to KS page https://www.kickstarter.com/projects/274643038/siege-of-the-citadel-2nd-edition-techno-fantasy-bo/posts/1700643
  2. Yeah, Ork rpg would be lot of fun. This alongside second edition of Deathwatch could renew my interests in wh40k. I would like to also see Horus Heresy and Titanicus rpgs.
  3. Plushy: That is why we need second edition of DW [more streamlined, less crunchy, that really allow for cinematic battles].
  4. Alekzanter said: Does anyone know when/if there will be an update to the Only Wart forum that splits for GMs, House Rules, and Rules Questions? I second this and also would like to know why OW beta forum still exist when final product is out?
  5. Dark Eldar Talos Pain Engine and Chronos Parasite Engine both have armour (machine) of 4. In TT game they have equivalent of SM armour so I think in OW they should have armour (machine) of at least 8.
  6. I would like to see some kind of advances for existing specialities like for example Confessor for Priest, Bone 'ead for Ogryn, Primaris for Psyker or Lord for Commissar. Only part from 6th ed. rulebook that I like are the rules so big no to Squats and other abhuman idiocy [cat people!? really GW It is even more stupid than beastmen as abhuman again instead of chaos mutants].
  7. Still they do not need BS aptitude but they need more strenght and toughness. Now they are weaker and less tougher than Ork Nob which is unfluffy. Vechicles size in Adversaries&NPC chapter should be changed according to IG vechicles size from latest update.
  8. remmus said: Shadow Walker said: Great update. Now I need only more fluffy Ogryns [T/S unnaturals of at least 4, scrap his BS aptitude, give his cc attacks concussive] and some little changes in Adversarie&NPC chapter [wounds of 25 for Weirdboy, BS of 19 for all Boyz etc.]. That and give Operator 8+wounds. *looks at you* *looks at the Ogryn wielding his ripper gun* *looks back at you* *looks back at the Ogryn wielding his ripper gun* why would ya remove there BS apititude? Because they are almost as bad as Orks when it comes to shooting. I would therefore scrap his BS together with his comrade and gave him S/T TB of 4 etc. to compensate and make him real Ogryn we know from wh40k fluff.
  9. Great update. Now I need only more fluffy Ogryns [T/S unnaturals of at least 4, scrap his BS aptitude, give his cc attacks concussive] and some little changes in Adversarie&NPC chapter [wounds of 25 for Weirdboy, BS of 19 for all Boyz etc.]. That and give Operator 8+wounds.
  10. shorty_monster said: As mentioned elsewhere, I'm already going to be getting the core rule book as soon as it comes out, and I have the money, but when I first thought about running an Imperial Guard game, this product hadn't even been mentioned. So, I bought dark Heresy, and the GM screen as they did at least have a guardsman career path. Now I'm going to end up buying the book, and another GM screen. I don't really mind that much, but have you ever considered releasing a general 40k template rulebook and GM screen, and then releasing the different games you have as source material? It would mean people like myself without a great deal of disposable income could still pick up a greater quantity of teh products we want and love from you… You are not the only one who would like to see 1 core w40k rpg rulebook and other books in form of supplements instead 5+ corebooks formula we have now. We had this discussion many times on this and many other w40k/rpg forums.
  11. According to week six update Sanctioned Psyker gets Best Craftsmanship Staff. It should be Best Craftsmanship Force Staff.
  12. I agree with both post above plus Adversaries&NPC chapter needs your closer look FFG. My small suggestions: Now when we have lasgun with variable setting Chaos RenegadeI Militia can have them again instead triplex. Ork BS - they are horrible at shooting = no Ork [except Gretchin] should ever be better than BS 25. Weirdboy has too many wounds, should have 25 [he is not bigger than a Nob]. Ogryns S/T bonus is still too low, should be 4 not 2. They should have at least 30 wounds. In Chaos section I would remove Hulking Chaos Mutant and replace it with something more original than corrupted Ogryn [in fluff it is almost unheard unless we speak of Plague Ogryns - Papa Nurgle can corrupt everything ]. Since all NPCs except servitor can be made from character creation rules I would also advocate to remove them and add unique ones like Administratum cleric, Munitorum officer, Sister Hospitaller, Skitarius etc.
  13. p.151 Vechicle Types: when you say that there will be no rules for aircraft/spacecraft why waste book space mentioning it?
  14. p.165 Table 7-3: Perils of the Warp In rolls 59-67 Dark Summoning and 91-99 Grand Possession it is adviced to use Bloodletter. I would change it for lesser daemon to allow GM use other daemons than Khorne ones.
  15. p.234 Bloodletter : should not this daemon [and with it comes change to Hellblade] have Warp Weapon trait?
  16. Why no love for Operator? 6+ wounds? Must every one who can drive be so weak? Even Psyker has 8+ wounds.
  17. Still no changes to vechicle size? Is Table 5-6: Size just for laugh?
  18. Now when we have lasgun with variable setting Chaos RenegadeI Militia can have them again instead triplex. As to the Ork BS - they are horrible at shooting and even Warboss cannot hit enything unless he is lucky = no Ork [except Gretchin] should ever be better than BS 25. Big Mek from adventure still needs his unnatural S/T of 4 and 25 of wounds [he is a Nob basically]. Weirdboy has too many wounds, should have 25 [he is not bigger than a Nob]. And of course Ogryns S/T bonus is still too low, should be 4 not 2 [it also goes for NPC Ogryns who still are weaker than Nobs].
  19. Rites of Battle has stats for Chaos Dreads
  20. JCV said: Table 5-6 is inconsistent with the vehicle sizes used elsewhere in the game. Massive (7) (Battle Tank) : +30 To hit modifier Immense (8) (Land raider): +40 Monumental (9) (Baneblade): +50 while in chapter 6: Sentinal: Size Hulking Leman Russ: Size Enormous Baneblade: Size Massive It is the opposite. Table 5-6 is correct. Vechicles size in chapter 6 are wrong [too small]. It makes no sense that Leman Russ is enormous exactly as Ravener. Simple solution = make all vechicles one size bigger.
  21. Lusgun with variable settings is something we all want. I am all about removing redutant weapons like triplex etc. Do we really need 3 different shotguns? Just give us one but useful. They said they want truly playtest Ogryns so we must wait a little for proper stated one. I think that same thing will happen with Storm Trooper and the end version will be more fluffy one. I have faith in H.B.M.C about vechicles. He will for sure analyse our feed back and make necessary changes to size, weapons etc. Adversaries and NPC chapter needs most changes in my opinion. Small positive changes allready happened like reducing Stormboy TB to 6. Now they should reduce Weirdboy's wound to Nob level. In Chaos section I would remove Hulking Chaos Mutant and replace it with something more original than corrupted Ogryn [in fluff it is almost unheard that Ogryns could betray the Emperor. They are one of his most devouted servants - 'Blessed is the mind to small to have doubts'] or made them Plague Ogryns [i think only fluff plausible version]. Since all NPCs except servitor can be made from character creation rules I would also advocate to remove them and add inique ones like Administratum cleric, Munitorum officer, Sister Hospitaller, Skitarius etc.
  22. SlamDance said: Why, thank'ee, sir! I assume the Crozius Arcanum and Skull Helm are in RoB, right? yes, they are
  23. Adeptus-B said: Blood Pact said: …They're supposed to protect the Imperium from aliens, and woe to anything else that they happen to find in their path along the way to that… You are making our point: the Deathwatch was created to specialize in fighting xenos. Of course they will kill any other enemies of the Emperor that get in their way, but, to maintain the theme of the Deathwatch concept, those 'other enemies' should be the exception, not the rule. This is the exact opposite of the situation in the Jericho Reach setting, where the Deathwatch, through tortured logic that exists only to pander to pimply-faced fanboys ("Chaosh ish aweshome!"), have a near-Chapter-sized preasence (?!) in a Sector which they have pledged to reclaim from Chaos… and, oh yeah, occasionally kill xenos that get in the way. Any competant writer or GM can easily come up with excuses for a Deathwatch Killteam to have 'change-of-pace' encounters with Chaos that don't fly in the face of their position as the Chamber Militant of the Ordo Xenos. For instance, they could be sent to find out where an Ork Waaagh! is getting their looted artillary from, and discover that Chaos Space Marines are giving it to the Orks to divert attention from one of their own nefarious schemes. Or they could encounter a minor xeno race that worships- and summons- daemons. But to make a Crusade against Chaos the cornerstone of a game about elite xeno-fighters? I find that to be pure cheese, and I don't use the Jericho Reach setting for that reason. Exactly. DW with its current setting was just excuse for general SM game instead Xenos hunting. Of course Blood Pact like persons who cannot argue without insulting people who dare to have different opinion will never see it.
  24. Plushy said: The direction FFG seems to be taking with the Storm Trooper is that of a party tank (Toughness bonus, better armor) so this lowering of armor baffles me. I really think they should have +5 BS instead of +5 T (they're given much better guns; you'd think they would be better shots due to the training) and keep the good armor. I agree with +5 BS instead of +5 T. Tank role should be fulfiled by Ogryn.
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