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Adept Orcadius

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  1. the full auto attack action has a chart table that tells you where each hit goes....I think it is in the "playing the game" or "combat" section. Sorry I do not have a page number for you as my book is on loan to a friend for the night. but it IS in the BC book.
  2. N0-1_H3r3 said: Rogzor said: When you create a character you can get extra equipment. You can't have more equipment then your Infamy(at the time of character creation) and it can't total more then -10 aqcuisition. I don't understand the total more then -10 aquisition part. Right, you get a number of 'free' acquisitions at character creation equal to your Infamy Bonus (typically 2 - it's rare to have a starting character with a starting Infamy Bonus higher than 2, simply because it would require that the character had increased his starting Infamy to greater than 30 - unlikely - and you can't start with less than 20) Those acquisitions can have a total modifier of no worse than -10. This is the same modifier you'd determine when trying to acquire an item normally using Infamy, but without the actual Infamy Test. The way to determine this modifier is explained on page 306 of the rulebook, specifically Table 9-11: Acquisition Test Modifiers. In summary, this means that each 'free' acquisition at the start can obtain a single Scarce item or 2-4 Average items of Best craftsmanship, a single Rare item or 2-4 Scarce items of Good craftsmanship, a single Very Rare item or 2-4 Rare items of Common craftsmanship, or a single Extremely Rare item or 2-4 Rare items of Poor craftsmanship. There are other combinations of availability, quantity and craftsmanship, but how many people are honestly going to want over a thousand cups of recaf as a starting acquisition? The way myself and my group of players have understood the way this works just like it says on the table chart. you get 2 items according to starting to starting infamy bonus. (as this variation has been discussed im using 2 as the normal example). you decide you want something that is at the -10 modifier, if they are 2 different items then yea you can wind up with 2 pieces of extra wargear/weps/whatever as long as it works fits on the chart. the way around this is that if you are rolling for a human power first at very rare (-20) (as if one isnt enough right?) quantity is one so you get a +10 to this aquisition test, and good craftsmanship is a +0.........BAM! you can roll out with two very rare items starting out of the gate. and this is not including anything like prides etc that modify this further... but this allows the players a little more variety than what they are sometimes offered and lets them put some pride into the fact that they got a _________ and its aaaaaaaall theirs.
  3. Reverend mort said: Why? Presuming it's within his carry limit and he has bulging bicep to negate the bracing penalty, is it any more improbable than a 200+kg brute in 200+kg armor wielding two +10 kg giant fists while jumping around? Or said brute firing off expert marskmanship pistol shots mid-air? No, if he's got the skills, let the guy rocket jump while rocket jumping! If nothing else, he's being more creative than the lightning claw raptor crowd! Plus, it's got a theme to it... ROKKITZ! Very true good sir, carrying limit is totally and easily calculated. course power armor with a black carapace does amazing things for said brutes. and yea my hats off for the creative mixings of the heavy gunner with the fast mover of a jump pack. I was simply pointing out that firing the thing should have some sort of negative outcome (to some degree) if the fellow was trying to fire a heavy weapon from mid air is all. now if hes doing the jump-fly-land shoot the tank, then jump-fly away tactics bravo!!!! oh yea...an if you paint dem rokkits red deys go fasta's ta get da Umies'!! >.<
  4. CorpseGod said: Modern? Mark VII was developed during the Heresy and if I recall correctly, the Horus Heresy novels covered your concern by saying that the initial production of the new armors were directed by Horus aligned forges to the traitor legions in the build up to Istvaan. The main difference between VII and VIII is just the higher collar/gorget and some additional plating as far as I know. of all the mentions of armor that I have seen in referring to the HH series....that was when the legions were getting the "new" maximus pattern MK IV stuff. As I read into the most recent book "Deliverance Lost" they talk about due to lack of material riveting he armor plates on...IE- Heresy pattern MK V armor. Also in a few places they talk about recently receiving the new tactical dreadnought armor IE- Termi armor.... but I honestly do not remember where they make ANY mention of MK VI corvus or MKVII Aquilla pattern stuff even being manufactured let alone on the drawing board. could you toss me a suspected book title and I will research that? That could be a good story hook too.
  5. what timezone? and is this the same one over AIM??? or a html type site?
  6. I would deffinitely like to see more classes, or rather specific types of classes.....there was no medic unless you are a heretek??? sorta...I dunno seemed like that part was rushed. Hopefully they do iron some stuff out but I totally cant wait until more of the story line stuff gets release. maybe some more descriptions of some of the planets and things notated on the inside cover maps but are lacking the description in the back section of the main book..
  7. Woops, sorry I missed the last line or two of your post. since you guys are planning on stealing the ship???? i take it after you get away from prying eyes or anyone who would care, you could have the group travel deeper into the ship to see what kind of cargo there is to go trade. A good place to trade could be the Hollows- theres 2 Forges that are continually at war , I dont think that any pirate like behavior close to there is going to really draw negative attention. Sacgrave is a place that you could take the ship, then run a shuttle craft to the surface to go to the townships to get supplies...honestly since some of the places so so inhospitable to any sort of landing I plan on taking my group out of the vortex, and somehow popping out in the hadex anomoly in the jericho reach since there is more (in my opnion) opportunity to have some creative thinking as to where to strike next at the imperium.
  8. theshadowduke said: Does anyone have a complete map of the areas covered in the four 40k books? I would like to have a map to figure out where all these places interact. We (the players) were able to sneak on board a transport ship we are planning on taking over somehow. The issue however is that we don't know where we need to go and what kind of route we need to get there. We have already convinced the captain to take us to a system we will tell him after he is done with his current trade stop, and we need to find a planet that is suitably distant to ensure we have enough time to corrupt crew and incite a mutiny. Are you just referring to like "the jericho reach" or the "calixis sector"???? I sort of dont follow what you mean. As far as not knowing where you NEED to go... thats the nice thing with BC, you as the group get to DECIDE where you go, what youre going to try to perform as a campaign of war in the glory of chaos. you guys can either focus with multiple missions on a single planet to try and soften it up for a larger invasion, go raiding ships and space stations, become slavers and traffic humans. (souls ARE a very useful currency in the vortex afterall). There is a huge variety of things you can do or places to go. What sort of intro did your group start with? the story in the back of the main book? and I think that in the....main? deathwatch book there is a map of the whole imperium that gives you a brif description of each major area covered in these rpg's. but unless you either go with the logic that the screaming vortex opens into the hadex anomoly, like 2 sides of the same piece of paper, then youre talking about 2 opposite corners of the imperium. Jericho reach is lower right of the map, and the calixix sector/koronus expanse/screaming vortex is in the upper left corner. .I will try to find you a page number...
  9. htsmithium said: @Adept Orcadius thanks for the advice. was going to go with only one pred, but seeing as how my renigade has a jump pack and a krak missle armed missile launcher did not want to run into the lucky insto-kill issue. a missle launcher wielding jump pack renegade???? 0.o? whats he got other n that fer armaments since a ML is a heavy weapon(?) and well......if someone in my group tried to wing shoot a heavy wep, in addition to the neg modifiers for not bracing and aiming Id imagine something nasty up like.....the recoil has bucked the barrel partially towards the group.....everyone infront of bob take a dodge and/or armor check.....something creative like that. I think the limiting on the armor will help keep youre players alive...what sort of toughness bonus were you thinking??? and you could always do the thing where the pred isnt as stealthy while moving, so it could only get a -10 for anyone trying to spot it since ther was a distortion to wherever it was standing. goodluck man, and Id like to see what having 2 hereteks would be like in my group....probably wind up with something along the lines of rockem-sockem robots....LOL
  10. bah sorry for the fat fingers: i meant MEDIC in the group.....
  11. Well part of me wants to go creepin through the jungle but then again.....I saw how that turned out for the other guy. LOL Something to consider: are ALL your players CSM's in power armor or better???? do you plan on having all three of these predator things run into the group at once??? is there a midc in the group whos REALLY good at keeping ppl alive?? something else I would be careful as to going to close to what the preds were like in the movies, seems if they are too beastly then you might wind up slaying your players in a round or two of combat. power blades might be a way to go since thats not so bad, the plasma guns, I would only use those on single shot since there was none (if any, i cant remember) burst shots or full auto spurts from the shoulder mounted cannon they had. for a template: try the kroot from Rogue Trader as a template. but to be fair for your players, consider possibly lowering the diff to spot the "pred" if hes cloaked and has fired as CSM's would be able to pick up the heat signature of the blast. or at least the residual from anything close by the barrel. so mebbe a -20 at that point ??? Mort or anyone else got any ideers?
  12. Morangias said: Oh, the game can totally be an exercise in rolling the dice if one is inclined to play it this way - it's just that it handles combat without kid's gloves or training wheels. "rubber ducky, youre the one.........you make combat so much fun.....rubber ducky youre the only weapon for me now.........doo...da doo da doo doo doo" hmm....rubber ducky: type-melee 4d10+4 E special rules: balanced devastating(2), felling: YES powerfield, tearing, and anything else to make youre deamon prince go 'wtf mate!?'
  13. And while this is a BC forum just to help add to the list of intricate, yet fun once they are learned is the solo:squad mode stuff form the Deathwatch branch of FFG's 40K rpgs. Yea I totally agree with what was said though, this game is so loosely collared with XP and whatnot that it really is a ROLE playing game vs ROLL playing game until you hit combat, wich, depending on the scenario presented to the group, could avtually be a while. I still find the interactions of shopkeepers n repair shops with the groups always fun plus it helps get past the monotamy of "ok i got _________xp, gimme this gun" type repetiveness.. btw CONGRATULATIONS on being a new dad!!
  14. Morangias said: Grey Knights willing to go Xanthite are imaginable. A letdown for many, but it can make sense. Grey Knights going full Xanthite yet remaining incorruptible make no sense at all. You dabble in Chaos, Chaos dabbles in you. Wasn't there a part in the Gre Knights Codex about them annointing themselves in the blood of the Sisters of Battle they butchered because they claimed that the Sisters were "tainted by Chaos"???? hmmmmm......seems pretty khornite to me..
  15. Blood Pact said: I'm not saying there isn't bad fluff, but when we look at something we should do it with a more critical eye than simply saying it sucks because, "Matt Ward wrote this". Just for the record that -IS- a totally legit arguement strategy and point. but I will agree with you that the Word Bearers can lick smeg as I too have grown to loath them from reading the HH series.
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