InquisitorAlexel
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Posts posted by InquisitorAlexel
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Make this the "Space Marines Home World"
Create the "Chapter" background
And finally give them a role (Devastator, etc.) -
Keep on the good work man, what you do is cool and very detailed!
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Wendigo was thought as some sort of daemon, but a more horror oriented one that the "wanton destruction" of those we generally get.
I like to see the Warp as an horrible and incomprehensible place and so my monsters from there tend to be horrible in the extreme.
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I was thinking something along the same lines...well, not quite so dire, but I am curious. How will you present the grimdark future of body-mutating mind **** and endless (justified) witch burnings to her?Like you know, anything else that exists and isn't good that kids know that exist.
At this age, we all know that injustice, war and bad things exist. You just don't need to show her the great variations, you depict it more in black and white, with less grey area (and those that exist are quite clear and understandable), and you don't put too much details in the most violent aspect of the setting. Knowing that an enemy was dismembered by an other enemy is enough.
Remember, in the end, that at this age, the kid will make his own images, so no need to be too precise, let him imagine.
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While lasguns still have 0 ? Isn't very logical, since bows and crossbows are mostly a primitve weapons, either produced on feral/feudal worlds or jury-rigged from scrap-metal by low-level underhive criminal elements.Many of those "primitive" weapons have a better penetration than many modern weapons...so yeah, it's allright.
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He carries around Archeo-tech Bolt Pistol and Plasma Pistol along with two force weapons. His house has ever shifting pictures down a long hallway of the heretics he has killed in combat or though 'trial' The pictures are not the same any time the characters go down the hallway, and they ask every time if the pictures are different and they always are. This hallway is possibly the length of a football field and is just covered in full blown portraits of this people.How does he use said force weapons?
Remember that commissars aren't recruited from psyker stocks, and force weapons are useful in the hands of psykers. Otherwise, they are just "good" basic swords.
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Depends on how strong you want him to be and how "ancient" he is.
For example, in my campaing, my acolytes are something like at 15 000xp.
Their Inquisitor is way higher than that and I consider my acolytes as very competent agents but very far from the end of their career. -
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Not sure about the logic of an autogun hitting at 2D10+3...way too strong.
Otherwise, there is quite good stuff in all that you've written.
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Even lasguns could sometime overcome it, with luck.
At maximum power, they hit at 1D10+5 pen 2, wichi is a total of 17 against 14.
Not much, but doable, with right tactics and good rollsTalon of Anathrax and Magnus Grendel reacted to this -
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I do love those ideas - but the problem is in their ability to run the ship.
The Admech cadre doing the actual nuts and bolts stuff doesn't like them, and is only crewing the ship thanks to a deal with the Inquisitor. Once they hit port, they're off - and that's been revealed to the player group.
That said - I do like a little sub-plot about their former master having left a trail (potentially to some kind of McGuffin). I reckon that's getting incorporated into the greater narrative. My thanks, Ranoncles
If you're the game master, then there is no problem.
You must simply create scenarios and situations in which the players will be able to take control. That's it.
I personnaly like very much the third option, which would be a campaign I would likely love to play!
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Rulewise, yes. But if your GM allows it... consider leaving that game.Depends on the context and so many other things.
Like...creating a character with 14 000 xp would be quite likley to get a power armour at character creation.
Or a special context of mission.
Or a special backgournd that is quite legit and the rules even permit it anyways, so better of two worlds.
In the end, it's not saying no or yest that is bad or not. It's why and how.
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I am, but have no artistic talent of the kind you need, sorry!
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It would make sense because adding 1kg to a melee weapon would seriously unbalance it...
Even forgetting that the weight in DH means nothing at all, adding weight to a melee weapon will only unbalance it depending on where you put said weight.
I personnaly like the concept of a melee weapon with exterminator pack.
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I'm still super surprised that, aside from Koronus Bestiary for RT, there are no real books that provided tools on making custom NPCs.Dark Heresy 1 game master kit, Dark Heresy 1 Daemonhunter are two other examples, which kind of triple what you say, and I know there are others but I don't remember which one at first.
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Even if they got the killing power of one shotting space marine, Space Marine should have to upper hand when they attack, they are tactical troops.
Make them attack your players while they are occupied with other enemies, or make them attack by surprise. Yeah, that power weapon can be very deadly, but it's not as much efficient when its user is already riddled with astartes bolter impacts.Make your NPC play smart, that's always the best option. I continue to challenge/make fate burn my players with basic thugs simply with playing them intelligently. In the end, my players are 13 000xp and are quite capable of slaughtering their way somewhere, but they still are in danger all along and most of my players have burnt a lot of fate points against regular ennemies.
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Point to discuss this. While I haven't fought WITH buckler in the past, I have fought AGAINST sword and buckler at times, and the key thing with the buckler (that I suppose could be argued in favor of stacking the bonuses), is that the simple presence of the buckler limits my attack angles. For the guy defending, parrying my blow just became much easier, because that buckler, just by being there, massively reduces the number of options he has to cover.
Would be my pleasure, but I think we would digress too much here!
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I always told my player 99 was the max, since 100 is failure. So their degrees of success can't be counted from over 99. The only way to get more is by having unnatural or other talents that help.
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My campaign is a long run game, with players close to 15 000 xp.
I gave 100xp/hour at first (we run a weekly session of 3 hours), but now I dropped it to 200 xp the hour.
The progression is way smoother and gives place to a long character developpment.
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Money the mutation away!
Man, I'm way too important to get that tentacle. Frag off!
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It may as well say "Protects from Fire and Melta, and whatever else, I don't know, just make crap up".
If you can't see the major difference between "and other heat-based attack" and "and whatever else, I don't know, just make crap up", I don,t know what to tell you.
The rule is fairly clear; the first part is for in-game weapon mechanics, the second is for any other thing the GM considers pertinent in given situations.

"Grenades. You always need them." How true is that?
in Dark Heresy General Discussion
Posted
That is especially poor story telling and GMing, but yeah.
Something I consider as a houserule is to give Proven X depending on the proximity of the grenade in the blast.
So at max range, no proven, 1 metre less than range, proven 2, 2 metres less, proven 3, and so on.
So a weapon with a big blast, touching directly the character, would make generally a little more damage than when it its further away. And it would fits with Mijrai description of the 50% or not ratio of the damage it can make.