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Everything posted by Minnjitsu

  1. I never liked the idea that tact marines get alot of ranged abilities and very little melee. The whole concept to me feels like they should be super versatile and get a good mix of both melee and ranged with the good leadership. There should at least be one melee and one ranged talent in each rank.
  2. I couldn't say I dislike any chapters but I very fond of Blood Angels (love the base melee abilities with a ranged specialization) and Space Wolves (space vikings are awesome).
  3. TechVoid said: Hi fellows, just another thread about hordes. After a while I am just asking myself what the concept of hordes should be? At first, from my humble understanding, the Deathwatch is an Astartes elite unit. Thus if the Astartes are the spea rtip, then the Deathwatch is the spear tip of the speartip. This leads me to the assumption: If the Deathwatch faces some huge number of lesser opponents, something went totally wrong. Furthermore, hordes are supposed to be lesser opponents, meaning their only purpose is to distract or slow down the squad. They pose no threat to the space marines despite scratching their power armour which the have to paint again. Which leads me to the mechanical question: Why should a lot of lesser opponents be able to really wound the space marines if they simply put together their effort. If a single weapon cannot harm the players, why a dozen of them? 100 x 0 is still 0. And to my surprise, such a horde of simple heretics does a lot of damage. Plus 2d10 extra damage? Insane! And now I shall consider to simply build up a horde of Chaos Marines? A single or even two Chaos marines are equivalent to the players and will be able to put the space marine down in a single round. A 'horde' of them, or what you would call them, means just death and total party kill. But wait! While they are put together as a horde, the Devastator Marine can kill them more easily with his special abilites. Thus while chaos marines as single enemies are a threat they are very easy to overcome as a horde - thus why should I feel now heroic? Isn't there a better idea how to think about hordes? And thus how to build a rule system around them? Deathwatch has so many detailed states like stunned and pinned and grabbled. Can't a horde just work with that? Maybe a horde of opponents does some damage but their threat is based on 'other factors'. Has someone thought about such a different approch? Cheers, TechVoid. More like 100 x 1 is a better way to look at it. Some enemies (orks and nids) just come in big groups that way. Melee can be a really bad way of dealing with hordes as you get 0% chance to parry or dodge unless you have talents and abilities that say other wise. Hordes are basically cannon fodder. One horde isn't a problem but 4 hordes is alot of enemies to deal with. On Oblivion's Edge my group of players stongpointed the hell out of the spaceport with a devastator with hellstorm rounds and an assault marine with a flamer. Nids just kept sending wave after wave. Throwing Nid Warriors with the hordes made a difficult encounter. Having to choose between targets and space out hordes in another approach.
  4. Interrogator-Chaplain Regulus said: Alternatively, you could treat it just like a called shot. Instead of picking out a specific body part, you are aiming for a specific individual in a horde. I like this, feels like tabletop.
  5. Naviward said: As everyone else has said, the errata's weapon stats and righteous fury rules really work well (there is a reason these stats are now used in Black Crusade and Only War). Using the shooting rules from Black Crusade and Only War is more personal preference (as comments here shows). I use them in my game, but there are arguments either way so I'd recommend only looking at them if you are also buying Black Crusade or Only War anyway. Personally I'd go even further with Librarians and simply not allow them in the game. A Librarian with Smite and Compel and even just the damage a force weapon can put out quickly overpowers the other characters and makes most combats uninteresting. If you don't want to have to plan every fight carefully to neuter the Librarian, I'd just leave them out of the game. I don't think disallowing Librarians isn't answer, I just give them a nerf. You are right that Librarians are overpowered but the main reason they are is that they can push all day with powers and if they have the right talents they don't get to many downsides to doing so. How I run Librarians is I take out Favored of the Warp and Sanctioned and each time they push they have to 1d5-1 corruption if they roll even or 1d5-1 insanity if they roll odd. They should be allowed to push but if they do they have to accept the consequences. Remember every 10 points of insanity is a test.
  6. N0-1_H3r3 said: venkelos said: As everyone else has stated, these guys don't leave Earth today. One good reason, it's better if the Ruinous Powers don't get a chance to see what their current cyber-configuration is. If I remember correctly, the Adeptus Custodes are created by "similar" process to Space Marines, but rather than getting new organs, they become cyborgs The Custodes are genetically engineered, but they represent a different approach to supersoldiers than the Astartes. As I understand it, there were four distinct phases to the Emperor's development of posthuman warriors. Stage 1 is the Thunder Warriors, the beings who helped the Emperor reconquer Terra at the very start of the Reunification. By the time the Great Crusade began, the Thunder Warriors were essentially extinct. Thunder Warriors were individually enhanced super-soldiers, wielding early forms of bolter and power armour (the Mk1 "Thunder" armour). Stage 2 is the Custodian Guard. Like the Thunder Warriors before them, they are individually enhanced, each one the product of incredible mastery of genetic science. Unlike the Thunder Warriors, however, the Custodians are designed to last, and each one represents the very pinnacle of that particular approach to genetic enhancement. Each is armed with the finest wargear, each is trained to be a superlative warrior, and each is perfectly loyal to the Emperor above all others - no bonds of brotherhood exist to conflict their loyalties. They are, however, not an army, and they are too time-consuming and difficult to make to serve as the Emperor's legions in the Great Crusade. Stage 3 is the Primarchs. Rather than beginning with existing individuals and enhancing them, the Emperor begins from scratch, manipulating his own genes and merging with that his psychic prowess and a variety of other arcane methods, to create twenty godlike superhuman beings, each one distinct from the others but all of them magnificent. No mortal man has ever or will ever be as swift of mind or mighty of body as the Primarchs are. Stage 4 is the Adeptus Astartes. With the loss of the Primarchs, the Emperor took remnants of their genetics and created geneseed - organs which can be surgically implanted into a compatible human being to turn them into a super-soldier. Though not as puissant as the Custodian Guard, the geneseed could be implanted by any sufficiently-trained individual, and would in turn provide the means to produce more warriors using the same genetic template. This allowed them to be the legions the Emperor required, and he set about creating a single legion of warriors from each Primarch's genetics. Now, while we know that the Astartes age, though far slower than humans, we don't know if this is the case for the Adeptus Custodes, who were hand-made genetic masterpieces that pre-date even the Primarchs. It may possibly be that the Custodes who guard the Emperor to this day were the exact same warriors who survived the Siege of Terra in the early 31st Millennium. It may even be that the Captain of the Custodes who visited Alicia Dominica at the height of Vandire's Reign of Blood was Chief Custodian Constantin Valdor, a man who witnessed the birth of the Imperium. http://warhammer40k.wikia.com/wiki/Adeptus_Custodes If I was to make a custodes I would have to start at character creation. Most costodes are really old so you would need to add a lot more than just 1k exp. If each one is the equivilent of a space marine captain they should probably start with something along the lines of 12k exp to bring them to rank 4 and maybe a little extra to buy some rank 4 abilities. Custodes should be the best equipped I think with Hero level wargear. They will need their own advancement charts tailored around them as I guess they don't have specializations. One idea I have is giving them Sisters of Battle like abilities. For being tailor-made genetic warriors they probably should have higher stats, +5 to everything I don't think is unreasonable showing they are just a little better then normal space marines when it comes to physical and mental abilities. I would consider lowering their Fellowship as they are not loyal to anyone except the Emperor, -10 most likely maybe more. All of this is theorycrafting. Space Marines will have the advantage in groups. They are trained to work as a group and get the benefit of squad mode. They also have the black carapace and power armor.
  7. You could also use enemies that use superior planning in their tactics. Enemies occupying the high ground surrounded by a terrain feature that is hard to get too (mines, lava, canyon). Trench warfare is a good way too, making every piece of ground hard fought. Terrain and environment is great like the above poster stated, adds a lot of drama. When PCs overcome these odds too they feel a real sense of accomplishment. Eliminating player options on how to proceed to an objective changes things drastically. Instead of giving them 3-4 options give 1-2.
  8. Books just die its sad. I usually only get PDFs now.
  9. Well fate is how you run it. I run fate as "It is you fate to do this". If I had the right circumstance I would allow a fate point on awareness (Eldar Ranger).
  10. Another good idea if you do not have a lot of roleplay experience is to look at other roleplaying games or books and grab the info form there. Also recruiting a dedicated roleplayer into a group is a good way to show people roleplaying. Further more getting involved with other roleplayers from other groups will give you stories and experiences from their games. Good to have new players to the system!
  11. I'm not a fan of stat'ing out a Demi-god or God-like being. If you give them stats its something that can be killed by players and puts them in the same realm the players occupy. "A wild Leman Russ appears!" "You use Chain-Kinebranch!" "It's super-effective!" Then you throw a poke-ball at him….
  12. If you are running Final Sanction that is to assume that your space marines are just starting out? If that is the case then maybe killing them off isn't exactly the right answer.
  13. Fate should be used for a "deliberate" action not a passive skill roll the player isn't even aware he is making
  14. Chastity said: For what it's worth, there isn't anything inherently *wrong* with playing their characters like machines if that's the way the players want to play the game. Indeed you can make a reasonable case that there *is* something a bit mechanical about the Astartes - they're massively indoctrinated semi-cloned supersoldiers after all, so it makes sense for them to be goal-oriented and not so big on small talk. That said, I often find that an unwillingness to play "in character" stems from an uncertainty about what your character is actually supposed to do or be. If your players are unfamiliar with 40K then they might just not have much to get a handle on - Deathwatch is particularly unforgiving in this respect because everybody is playing a Space Marine, and I can imagine that for players who aren't really familiar with the setting and the lore, it might be hard to see what makes a Blood Angel different from a Space Wolf apart from the fact that they paint their shoulders different colours. This is a problem a lot of players have. I usually give them some nudges on the roleplaying side if they are familiar with the setting. Talk to you player off-line about how his character can be more interesting or maybe give them a novel to read. 40K has quite a bit of source material to draw from. 40K table-top books have probably more information on the individual chapters then Deathwatch has in some instances. Mindset is also a big concern. Getting players to get into a character's frame of mind is important. Making them think like how their character would think is roleplaying at it's core. Even if all he says is "For the Emperor!" as long he makes decisions that his character would make he has roleplayed well. Also some player are just bad at roleplaying. As long as they try and is enjoyable to play with I like having them around.
  15. kjakan said: HTMC said: Honestly, what I think is the best advice? Talk to your players. Assuming you're all mature adults, perhaps ask them why they feel the need to cheat. There may be some fundamental misunderstanding somewhere, and if you can figure out why they're cheating on something you're supposed to be doing for fun, it'll probably be the quickest result with the least drama. It may also be a good idea to have this sort of discussion ouside the game: People tend to get very defensive if they feel they're being caught in the act. This applies to most problem issues that stem from GM/player behaviour. -K This is the best strategy. If they can't get it then you have to move on. GM'ing is supposed to be fun.
  16. A player cheats he fails the roll. Period. You decide the bonuses and negatives and if they try to rules lawyer you all the time boot the grotz'! The challenge is what makes a game fun. If there isn't a chance at failure then this isn't a game it is just an excuse for them to roll dice.
  17. I would just have them roll attack and damage at the same time and enforce a time limit on how long they can make actions. This can also add urgency to their rounds.
  18. I've run into this problem many times myself actually. I used to play with a alot of current and former military being former military myself. The best strategy I can give for the GM is an old saying we used to have. "Everybody has a plan till they get punched in the face." No matter how much time anyone plans on anything to happen something can and will go wrong. The perfect example of this if Final Sanction. The original mission the player have before everything goes south is actually pretty easy. The just waltz into Landsholm with an Inquisitor and her full group with PDF support and burn the xenos out. From the off set everything goes wrong. The cruiser gets pwn'd by some Krakens and the team has to make landfall in drop pods in an emergency. When they land they find a planet full on in genestealer-driven rebellion, no inquisitor to be found and the PDF scattered all over the city fighting for their lives. Planning is good and having military people playing Space marines adds a lot of versimilitude to a game. Deathwatch is not a game on the other hand where anything is normal. Even in the real world missions despite planning can go wrong. Intelligence is not an exact science and can be wrong a lot of the time. Aliens bring with them strange tactical considerations into a game that cannot always be accounted for. Using Bad intel all the time can be heavy handed and will make the characters not trust any intel in the game period. But not giving the players a clear picture messes with their planning. I imagine that the players superior planning is your big issue here. Try taking the players out of their element every so often and giving them challenges that they cannot plan for makes for exciting game play. Hope this helps. Game on!
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