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Calgor Grim

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  1. Like
    Calgor Grim got a reaction from El Tutur in Angry Marines   
    Greetings chaps,
     
    I got bored and after reading a thread on swearing space marines, I opted to descend to the depths of creativity and mock up something to allow them to be used in Deathwatch. G.Docs since I don't trust copy/paste.
     
    https://docs.google.com/document/d/1-gvzz2I2xg-FWG8Afg5O5Bnw_wahlnD5BoKT0TEyS68/edit?usp=sharing
     
    I've added a few new things, might need to rebalance a few of them though. Needless to say given their stat line they would start a good few XP ahead of others. Note that this is a very early first draft, I haven't come up with combat patterns yet as I never used them much myself.
     
    Feedback welcome.
     
    Now for the disclaimer, much of the ideas and concepts are based on the currently available codex and all credit to original authors for any quotes or items named within.
     
     
  2. Like
    Calgor Grim got a reaction from InquistiorCalinx in You know you're playing Black Crusade, when...   
    ...when your visit to a Tzeentch daemon world turns into an episode of Coyote and Roadrunner complete with prop umbrella at the end of it along with three syringes, a box and two tin cans on a piece of string and yet somehow the group are happy with that result. Don't ask.
  3. Like
    Calgor Grim got a reaction from pearldrum1 in Thunderhawks and spacewolves.   
    Illogical. A thunder hawk is environmentally sealed as is a power suit I order to function in space so this shouldn't make a difference to its speed in a measurable way without being warp heresy of some kind.
  4. Like
    Calgor Grim got a reaction from Sbloom141 in The Armory   
    Luxury! Our GM used to start every mission having us polishing all the power armour in the fortress, give us half the required requisition and renown, serve a full 14 IC days without sleep and then when we got back to the watch fortress our commander would smack us around the head with a power fist if we were lucky!*
     
    *Obscure Monty Python comparison
  5. Like
    Calgor Grim got a reaction from SCKoNi in Dark Eldar Motivations (Adventure Prompt Help)   
    Arguably do DE really need much of a motive? My impression of them is that they raid, take hostages and captives for their depraved games and experiments and bugger off with a very much "live for the moment" ethos.
    Otherwise they can have the general goal of collecting magical or weird artifacts to keep them alive, boost their power and to not get wiped by the high king/prince/scumbag (whatever he is) Dark Eldar guy.
  6. Like
    Calgor Grim got a reaction from pearldrum1 in Dark Eldar Motivations (Adventure Prompt Help)   
    In the eyes of the dark gods, all xenos are filthy scum compared to the majesty and power of Chaos...so we shall hail to the false prince scumbag coward while he lives and hope that his skull will soon be offered as a cup holder to adorn onto the brass chariot of Khorne!
     
     
    Perhaps though my last response was not as clear as it should have been and I wasn't suggesting you didn't need a motive no. Apologies. My response was more to the eye of what any DE's motives have ever been in general not just within your campaign. I don't see them for example undertaking grand campaigns of purging enemies, battling a constant foe...no it's just a single minded desire of self preservation by the torment of others. I don't think in any of the 40k universe they have really had that much of a notable goal other than "survive and take as many people down so that we can".
  7. Like
    Calgor Grim got a reaction from Gurkhal in You know you're playing Only War when   
    I do not see a thread of the above appropriate type for Only War, unless it's been renamed. Please feel free to merge if so.
     
    This is inspired by the likes of similar for Black Crusade and Rogue Trader and features hilarious outtakes of ones greatest fails, hilarities and mishaps of Only War. War does not have to be hell and can turn out very amusing.
     
    - When your medic character takes tech use for the demolitions aspect and tries to argue with the GM to plant explosives and try to justify a +30 medicae for "surgical strikes" just for the fun of it.
    - When that same medic, rather than taking cover and drilling their enemy senseless with weapons fire like a normal human being tries to wrestle with a Tyranid Warrior like beast and shove a Krak grenade in its mouth.
    - The same medic subsequently tries to bluff their way through unfamiliar territory and fields on an alien world with scattered human occupants by pretending to be a landowner and farmer with his military hunting dog...on a world where there are no such things as a dog.
    ...and then subsequently when asked what kind of farmer he was by the alien occupants manages to use a particular line from Tropic Thunder and is given a +10 from the GM who was trying to hold himself together.
  8. Like
    Calgor Grim got a reaction from AxeSpanna in Thunderhawks and spacewolves.   
    Illogical. A thunder hawk is environmentally sealed as is a power suit I order to function in space so this shouldn't make a difference to its speed in a measurable way without being warp heresy of some kind.
  9. Like
    Calgor Grim reacted to Robin Graves in SIGH. Necron dominated imperial world   
    Also if you have any Blood Angels in your kill team on that necron world...You might want to make sure they don't start hugging the necrons
     
    @Calgor: Luckily for us there are many nucron dynasties: Some of them are bound to be of a Don't comunicate and kill all life in the sector persuasion.
  10. Like
    Calgor Grim got a reaction from Robin Graves in SIGH. Necron dominated imperial world   
    These are false Necrons. All of them. The only kind I will accept are the genocidal kill bots. Cold, calculating and ruthless. Not this dynasties and empires rubbish.
    I'm sticking with hang over sufferers who hate living things making noise.
  11. Like
    Calgor Grim got a reaction from Adeptus-B in SIGH. Necron dominated imperial world   
    These are false Necrons. All of them. The only kind I will accept are the genocidal kill bots. Cold, calculating and ruthless. Not this dynasties and empires rubbish.
    I'm sticking with hang over sufferers who hate living things making noise.
  12. Like
    Calgor Grim got a reaction from Lynata in SIGH. Necron dominated imperial world   
    These are false Necrons. All of them. The only kind I will accept are the genocidal kill bots. Cold, calculating and ruthless. Not this dynasties and empires rubbish.
    I'm sticking with hang over sufferers who hate living things making noise.
  13. Like
    Calgor Grim got a reaction from AxeSpanna in Ah zog it!   
    There seems a distinct lack of colourful ork content. Orks made for a dementedly stupidly funny race and I'm looking to use a number of them shortly for the simple reason of: "because I feel like it". I'm therefore brainstorming a few of their more madder ideas to put them into a DW setting, particularly looking back to the old 4th ed books when the Empire was more about books which were fun, amusing and had nice bits before they became all...**REDACTED**.
     
    I therefore decided to give it a go at making that wonderful weapon of immense confusion, possible hilarity and general high levels of boom also known as the Ork "Shokk Attack Gun", as I can't find any anywhere else. For those not familiar on this thing, lexicanum link provided. I'm after some feedback and serious balancing on this thing...it was a very weird weapon on table top that used warp based jiggery pokery to tellyport ork snotlings at enemies, sometimes even into enemies to attack them and wielded by a Big Mek which had varying results. One of these on a table could in the same game do a lot of damage and kill a player when they laugh at the misfortunes. Statline below from ye olde codex.
     
     
    So given the above it's a question of how to generate this in the Deathwatch setting. I was toying with roughly the below:
    200m range, Heavy Weapon
    Some number of D10+some other number, Pen 12 (AP 2 says bye bye terminator armour)
    Single Shot
    No Reload or Clip Size and it's based on the number of snotlings with him
    Blast (5), Devastating (3), Unreliable*
     
    *Usual rules, in Ork hands their own weapons don't count as unreliable. Love Ork logic!
     
    It's then whether I map 1 through 10 on a D10 to those results and leave some spare, whether I go 2D10, 3D10 et cetera...I never liked doing damage dice. Any initial ideas?
  14. Like
    Calgor Grim reacted to Servant of Dante in Beyond Broken Pc's   
    I would argue that one should not bless a true heretic. They are beyond saving in this life. The only mercy that is of any use to them, and the only acceptable fate for their ilk, is a death at the hands of the Emperor's servants
  15. Like
    Calgor Grim got a reaction from Servant of Dante in Beyond Broken Pc's   
    See previous. Fire solves all problems, if not add more.
    Melta bombs, cyclone torpedos, supernova...all count as fire. We just need more of it.
  16. Like
    Calgor Grim got a reaction from AxeSpanna in Beyond Broken Pc's   
    See previous. Fire solves all problems, if not add more.
    Melta bombs, cyclone torpedos, supernova...all count as fire. We just need more of it.
  17. Like
    Calgor Grim got a reaction from AxeSpanna in Beyond Broken Pc's   
    Heresy of the highest degree! Ultra heretical! As a devout sisters of battle player, there is no problem that cannot be solved with the use of more fire. If it hasn't gone away then you are not using enough of it and should add more.
    Fire solves all problems, period.
  18. Like
    Calgor Grim got a reaction from Servant of Dante in Beyond Broken Pc's   
    Heresy of the highest degree! Ultra heretical! As a devout sisters of battle player, there is no problem that cannot be solved with the use of more fire. If it hasn't gone away then you are not using enough of it and should add more.
    Fire solves all problems, period.
  19. Like
    Calgor Grim reacted to AxeSpanna in Beyond Broken Pc's   
    Try "Sororitas Sanctified Smackdown"! Remembering that Pure Faith gives immunity to demonic presence, and Holy damage can't be regenerated, only healed naturally, also ignores demonic boost to TB. A squad of SoB seraphim, with a good mix of faith powers for mutual benefits plus damage buffs from Emperor's Wrath, backed by a horde of Frateris Milita or Redemptionist fanatics...
    Edit: Forgot to state the obvious, build them using DH:BoM !
    Edit2: Meant that demons can't regenerate/psychic heal Holy damage ...
  20. Like
    Calgor Grim got a reaction from Magnus Grendel in Non-Astartes Characters   
    I'll split this into two sections, we'll target Player B first.
    An assassin of the Officio Assassinorum should actually be fearless in much the same way a marine is. These are expert operatives and are sent into some of the most difficult situations imaginable. They really should be immune to fear because they are all pretty much hypno-conditioned against a great deal but yes, against a hoard of enemies a vindicare would struggle with their default Exitus rifle however they can easily use any other. An assassin, while specialised with their key item of choice, will be trained in using other weapons to achieve their goals. They should though be focused on taking out critical single targets such as enemy leaders and lieutenants, hitting the heavy weapons operator suppressing the squad so the guys can advance while the rest can handle the hoards. They shouldn't benefit from cohesion nor contribute to it.
     
    The reaction rules of the Vindicare though are broken AF. A number equal to their agility bonus per round and are able to dodge/parry many things which shouldn't normally be possible, I believe it even mentions massive explosion as an example. It does even say attacks that are not normally eligible for a dodge test such as invisible psychic attack. Now the only ways to counter that are either a huge amount of attacks to be thrown at them to whittle through  or you have to rely on special abilities such as that of the Bloodthirster (Mark of the Xenos, p102):
     
    Supreme Warrior: "When using the All Out Attack Action, Bloodthirsters may make a single melee attack that may not be dodged or parried. A Bloodthirster may perform this attack a number of times per combat equal to his Intelligence Bonus."
     
    Now while the vindicare rules says that it should allow reactions against what cannot normally be evaded, that's a generic rule IMO such as when the attacker is concealed or you are blinded and can't see where it's coming from. When a creature or NPC is actively able to use an ability to negate your attack though, that I would say no to. That I would say you are taking the hit from. The bloodthirster is using what would be considered it's class resource, a limited reserve of items and for a player to try and argue their way out of it is just munchkin-esque.
     
    You will need to draw the line on the capabilities of a dodge and consider what is reasonable to feasibly avoid. A Titan's foot for example, a warhound titan is supposed to be around 10-15m tall so probably has a foot of maybe around 3-4m wide at a guess. A Warlord Titan meanwhile, one of the bigger is only supposed to be around 30-35m high so maybe around 5-10m foot (Emperor class is 150m and for that maybe 20+m). That, feasibly could be avoided I guess if you really were quick enough. Same for massive explosions up to a point.  A Lance strike according to Rites of Battle p215, has a blast radius of 500 meters, 1km diameter. I don't care what the rules say if that hits you, you are vaporised, end of conversation. Short of teleportation or the ability to slow/halt time, if you are at ground zero of a lance weapon strike or anywhere within maybe 300 meters of it then no matter what the rules say, you are going to cease to exist if you do not have some really potent defence somewhere.
     
    He will be your solo hunter, he will be your scout and your recon, your perfect assassin able to take down the target with precision but he will usually suffer as the party face and his knowledge may not be up to par. He will likely suffer with his ability to charm, command or lie his way where he needs to be, that speciality would be one of the other assassins such as the Callidus Assassin.
     
    So the thing to consider, allow it but you'll need to really keep an eye on it and be willing to pull the reins on him to stop them taking the piss.
     
    Oh and RE: xp, DW core rulebook p27:
     
    "All Deathwatch characters begin play with 12,000xp. This initial amount is considered to have already been spent...This initial XP is primarily of concern when bringing Deathwatch characters into other games such as Dark Heresy and Rogue Trader or vice versa"
     
    Even though the Dark Heresy character can pick a lot, it's unlikely they will get the myriad of abilities with it that a marine starts with such as their higher base characteristics, their ability to use any weapon without issue as long as it has the word "Astartes" in the name, the ability to control heavy weapons easily, resistances, traits, the organs, even the number of wounds etc. It may seem like the human has the upper hand but they really don't.
     
    And now for Player A, your sister of battle/Inquisitor.
     
    Well first off if they go inquisitor they do have the ability to override any order given. An inquisitor outranks any Imperial asset without question and this includes marines, they are considered the representative of the Emperor's divine will and instructions. Practically though they seldom have to use that Inquisition bootprint since it causes problems and friction but any Inquisitor can order any marine to do anything. The Deathwatch are included and while they are a branch of the Ordo Xenos, inquisitor still can pull rank. They are human though and may have a better set of social skills or more useful psychic powers or connections. This can even extend so far as a radical inquisitor that uses daemonhosts (which can be funny). They will be interesting but they are not always combat aligned and so may struggle against enemies unlike the marines or assassin and may want to utilise a retinue to assist them or give them extra cover but they should be able to get to better or more specialist gear than your marine, probably a few steps higher up the ladder from the off with requisition.
     
    If they go Sister of Battle, this is an interesting one. If you go with some of the Faith Powers from Dark Heresy Inquisitors handbook then you get something intriguing that makes them very much capable of healing or making daemons go away. I actually like the powers available in DH2 though from the supplementary characters which allow them to buff allies damage, create holy wards, extra damage etc. They are more geared against anti-daemon and heretic and while they can be used in a Deathwatch kill team it's not usually their forte. A sister of battle is more about purging the heretic and the mutant rather than the xenos. That's not to say they can't though. They will be very squishy though like the Inquisitor, they will lack the strength and endurance of the marine but will allow for a greater level of human interaction
  21. Like
    Calgor Grim got a reaction from Popdart in Beyond Broken Pc's   
    I mean I'd debate what can and cannot be dodge able since even an assassin will struggle to clear a lance blast at ground zero without slowing time but yes the new version still gets a silly number of reactions and the ability to use them. Plus I believe they have a fate point or two so its re-roll time. Also, ever tried giving an assassin the flip belt? Funny as hell watching someone spray a billion rounds a turn and miss them all. 

    The long and the short of this though, seems like a few simple rule misinterpretations. If it's innocent and genuine mistake then should be no problem putting things back at your discretion but if intentional and they were taking the mickey then...well...bring out the legendary GM tool, the +100 unobtainium spiked power hammer of smiting.

    May the dice gods be in your favour and remember to tell us how this resolves or we will be sending a Lictor after you which hasn't had his morning coffee and grumpy as hell.
  22. Like
    Calgor Grim got a reaction from Servant of Dante in Beyond Broken Pc's   
    I mean I'd debate what can and cannot be dodge able since even an assassin will struggle to clear a lance blast at ground zero without slowing time but yes the new version still gets a silly number of reactions and the ability to use them. Plus I believe they have a fate point or two so its re-roll time. Also, ever tried giving an assassin the flip belt? Funny as hell watching someone spray a billion rounds a turn and miss them all. 

    The long and the short of this though, seems like a few simple rule misinterpretations. If it's innocent and genuine mistake then should be no problem putting things back at your discretion but if intentional and they were taking the mickey then...well...bring out the legendary GM tool, the +100 unobtainium spiked power hammer of smiting.

    May the dice gods be in your favour and remember to tell us how this resolves or we will be sending a Lictor after you which hasn't had his morning coffee and grumpy as hell.
  23. Like
    Calgor Grim got a reaction from Magnus Grendel in Beyond Broken Pc's   
    No player is truly unstoppable. A GM can always find a way to counter everything because you have an entire universe (and even stuff outside it) to throw at a character whereas they do not. You make this world and you can therefore break it. This will be long, go into somewhat of a ramble so bear with me and please save questions till the end.
     
    One thing I note, I'm not sure where you have got the rule that says because he is possessed (tome of decay) that he is immune to the perils of the warp. As far as I am aware at most he would end up a Daemonic class of psyker which as per core rulebook mean he is immune to phenomenon but not a result which causes a peril of the warp. As far as I'm aware there are few creatures in the entire system immune to perils and those are untouchables, Khornites with their nulling tech and I think some of the named daemon princes have some resistance or immunity. If you can find me where this states he gets immunity to perils I will strike through this item. Otherwise, if that roll on the phenomenon table hits 75+ you get to use the fun table...
    Remember that Boon of Tzeentch will be doing damage to him after he uses the second power equal to the PR achieved plus a D5. Possibly not a lot but taking these where you can.
     
    Can't find the power you are referencing either (or abilities), echoes of malice. Have you got the book and page reference? I can't find a way to counter this if I can't find the ability but that seems like it would be incorrect or misused. So yes, if you can give me the page and book I can look. One of the creature traits may be able to counter it somehow.
     
    How to counter and kill/brutalise a power gamer:
     
    Chaos Stuff
    Power levels for this guy are on par with daemonic enemies so let's look at a few and how we can use them. All daemons inflict a -20 penalty to all enemy Willpower tests while in range. It's non negotiable and will whittle some of that high bonus away. Take a fateweaver and modify it slightly perhaps? Daemons are fearless themselves so they should have no issues here. If you also think his Psy Rating hurts, take a look at the rules for a Lord of Change.
     
    Base PR: 9. May use any Tzeentchian power without test and gets 1D5 DoS for doing it so go Boon of Tzeentch there so looking at PR14 off the bat. Now for the finale, the Lord of Change, once a day, may add a number of degrees of success equal to his intelligence bonus. This guy's bonus is also 9 so that's a max PR of 23. Good luck beating that. You can then use the same back on him with that Echoes of Malice (which again, still can't find).
     
    Bloodthirster, it's almost always going to hit, it's got warp weapon so will cleave through his terminator armour and with the sheer number of attacks it could dish out then it's still got a chance of going through. Give it the Obsidian Star from the Tome of Decay Daemon princes wargear list (p71) which means that all psykers nearby have to half their PR, force weapons don't work and it grants a really high save resistance.
     
    Nurgle assets are also effective. Consider using enemies with the corrosive weapon quality. As long as it hits it will erode armour each time. Eventually you can negate it entirely which leaves you on the toughness and natural resilience which should be easy to deal with using toxins or just brute force.
     
    Xenos Filth
    Tau Railguns...need I say more? 3D10+15 damage or +30 for the vehicle variant. Slug enough of those at someone from far enough away and he'll have to fail some saves eventually. Guided by pathfinders for closer up will aide in the hit chance. Everyone's luck has to run out sooner or later. Skyray missile barrage may also be amusing since the range of that is obscene. Good for when you want to have them vanish inside of blue goo
     
    Ork Shokk Attack Gun, a funny item from the old 4th ed codex and yet to be brought up, it had an amusing mechanic that when attacking you rolled a random effect. On a double six you would obliterate whatever was under the blast radius without an armour save as it would vanish in an orb of unreality.
     
    C'tan Shard, little bit underpowered for my liking from Deathwatch outer reaches but I guess it'll do. They have toned down the natural weapons from the old days of ignoring armour/fields but the abilities make up for it to a degree.
     
    Imperial Scum
    Your best chance of countering this could be to use the Ordo Malleus and indeed a Grey Knight. However...don't use one out of the book as I believe they are far too underpowered for what these guys should be. Instead consider making one using player character creation rules. Consider him neutral whatever upgrade he takes, flavour many of the existing rules mechanically to match a servant of the Emperor and not a heretic and give around about the same XP. Give him a well armed set of abilities as well, good PR, force weapons, hexagramic wards on his armour etc. You would probably be throwing a veteran tier against him. These chaps are able to outdo daemons so one heretic should be a cakewalk to this guy and his entourage.
     
    Otherwise considering using agents of the Ordo Hereticus. Dark Heresy Second Edition (p296) has a great statline and abilities list for a Sister of Battle Canoness support character. While lacking in a straight fight, her abilities list make her brutal. The best ones for example:
     
     
    DH2 Enemies Without (p40) also has rules for some of the agents of the Officio Assassinorum such as the Callidus Assassin. They have also been really nice in Fantasy Flight of keeping the Callidus phase sword true to traditional ideas. Effectively the phase sword cannot be blocked. At all. Ever. Damage caused by the weapon ignores ALL armour, force fields and similar defences and it cannot be dodged or parried at all, even by a weapon with a power field. Goodbye terminator armour and force field, now you just need to whittle away at the HP. Not easy but doable.
     
    No current stats for a vindicare as far as I know but using Ascension as a baseline, their special ammo can either ignore their force field and any psychic defences or daemonic toughness (throwing them back to armour and normal) as well as knocking them out for a round, doing silly levels of damage and tearing with a higher crit chance or more damage and higher pen as well as ignoring his TB. However with a high level of accuracy, penalties to dodging the rounds and a good unseen vantage point this guy can just pepper with shots.
     
    Finally for the assassins, yes it is a blank, just go with a Culexus Assassin. There are stats for some within Rogue Trader Navis Primer (p117). You may need to adjust it substantially to modernise it but these things are supposed to be a death sentence to anything psychic. First off, untouchable so goodbye to using anything psychic against it within around 10 meters. Next, the Animus Speculum is intended to deal massive damage only to psychic targets and do nothing against others and the version in RT has the Warp Weapon quality, so ignores armour. It'll need a boost of power though to stand up. Etherium which means you'll need a willpower test to attack him each round, psyk out grenades which inflict willpower damage in older versions...
     
    Additionally all agents of the Officio Assassinorum all usually count as fearless (or equivalents of) so no chance of being scared off. They have often silly high levels of agility and the rule of being able to avoid any attack irrespective of source (within reason mind you as per my other rant) and are masters of blade, bolt or blaster. Agents of the assassinorum have been dispatched to deal with primarchs and greater daemons.
     
    Don't forget the Imperial arsenal of null rods, witch bolts, psyk-out grenades or if you just want to be an absolute heartless bastard here are a small sample of items which you can use to perform a one shot kill:
     
    Deathwatch Core Rulebook p152 - Vortex Grenade/Vortex Missile
    Fail your dodge save and you go bye bye into the warp.
     
    No current rules - Tesseract Labyrinth
    No current rules in place but if you fail to avoid the effect you are forever trapped in a pocket dimension.
     
    Deathwatch Core Rulebook p151 - Stasis bomb
    Fail your save and you are stuck on the spot for a number of rounds unable to act. Good to let everyone set up.
     
    Last Option - Corrupting
    Your last way of dealing with him is to let him kill himself. He is a possessed character so if his corruption ever reaches 100 and he does not purge himself of that daemon then he is dead. The daemon manifests and is free in this realm for a while. The higher the corruption, the easier it gets. If you can therefore find ways to continue to boost his corruption such as by failings, loss of infamy, even nastier warp mojo, then you can use that to push someone closer to death faster. They cannot gain apotheosis while the daemon is within them and it will have to be purged at some point. This will be a long and drawn out process and cause permanent stat damage once complete.
  24. Like
    Calgor Grim reacted to Robin Graves in In a flap over wings   
    Oh and if you want to get real gift of the chaos gods bad-ass:
     

     
    Tentacle wings of eldrith energy!
  25. Like
    Calgor Grim reacted to Robin Graves in In a flap over wings   
    slime wings:
     

     
    Do skeletal wings count as bat/dragon, or are they their own thing?
     

     
     
    Now stained glass wings may seem a bit odd for chaos, but I had this idea for Word Bearers helldrake, made out of the ruins of a defiled cathedrall.
     

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