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musungu

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Posts posted by musungu


  1. Listen to Calgor, the don't overplan part is spot-on. Break the mission up into small parts (the sequence of the planned encounters should be as flexible as you can reasonably manage it), so it doesn't look like you're railroading the players.

     

    And it depends on the players, but I think if you can depict the threat as imminent, you can count on the KT trying to fight it, and not call the Malleus in. My guys sure would try to kick some Daemon ass before calling in the big guns.

     

    I'll follow up on a few more of your questions, but, alas, real life work calls :)


  2. Depends on how you look at it. Any advanced specialisation will consume some XP which otherwise could be used for maxing out basic advancement tables. A Libby/Chaplain combo still brings a competent character to the game, especially since both rely heavily on close combat, willpower and lore, so I think the overlap is quite significant. And, from a crunch viewpoint, you don't even have to buy any Chaplain advancements after spending  the obligatory 3000 XP to get it, if you so decide. You can grab your skull helm and crozius, and be on your merry way buying more Librarian advances.

    Don't misunderstand me, I oppose the whole idea, but it can work, especially with a Prognosticator - you stack up all the divination powers in the world, combined with a bunch of forbidden lore, and you're ready to go. If, and it is a big if, the GM allows it, of course.


  3. It is full of useful, if not spectacular, stuff - my players will regret not taking a few Common Lore skills when the first political-oriented missions come around. Awareness, Concealment, Dodge or Silent Move all have their niche, and are mostly dirt cheap.


  4. It depends on the opponent, really. From a human (or Astartes) viewpoint it stands to reason that the joints are the weakest part of the armour, but who can say anything for sure about the Tyranids or Eldar technology? For all we know, they might make the joints out of asbestos, and the wraithbone armour plate on the body overheats quicker than the joint itself, not to mention the faceplate / visor of their helmet :) I'd say it's at the GM's discretion, and might be modified for added flavour in case of especially inhuman xenos.


  5. You can find all kinds of followers in the books, mostly in First Founding, where there are rules to create them. So at a high enough rank technically anyone can get a servitor to lug the baggage around, even on the battlefield, although I doubt a Fenrisian Wolf would allow a heavy bolter to be strapped on its back.

    I support leaving additional weaponry in the Rhino / Thunderhawk / drop pod, because, duh, common sense. A fun way to discourage PCs from making Christmas trees out of themselves is to blow up extra weapons and  ammunition when the body part covered by said unnecessary weapon is hit. I think there's a rule for that somewhere in the explosive crit tables.


  6. While for GMs it is obvious that the training wheels are still on, my players enjoyed Final Sanction pretty much - both because of the interactions, and because it lets them play with whole PDF squads. I allowed them to play generals, and the experience was rewarding.

     

    What I'd suggest besides the official free adventures and TEP is Righteous Fury, a user-made mission available at the same official website where you can get Final Sanction. The beginner missions are too much Tyranid-oriented, and Orks are a welcome change of scenery. It worked well with Rank 1 marines, too.


  7. I moved the topic here as it is apparently not covered by official crunch. Here's the deal: a few references of "warding" objects mysteriously found their way from Dark Heresy to Deathwatch. :rolleyes: It would be a solution to a problem in one of my upcoming missions, specifically to retrieve an Irradial Cogitator (Mark of the Xenos, p. 88) - the machine with a Daemon bound inside. Now if they get to the machine, the KT might try to destroy it, or complete the objective and get it back relatively intact. In this case I need to prevent the Daemon running amok with the tech on the way home.

    I figure a warded container might do the trick, but I have a Librarian in my team, who I know will be interested in this in the long run, and I don't want to simply handwave it away.

    Now the questions are these:

    a) Is a SM Librarian able to prepare wards? If not alone, with whose assistance?

    b) If yes, what skill and test might be relevant?

    c) If not, can anyone get something like DH's Hexagrammic Wards or other psy-disturbing toys (Inquisitor's handbook, pp. 189-190) in Erioch? At what price?

     

    At one point, sooner or later, the Librarian will roll one of those entries on the Psychic Phenomena and Perils of the Warp tables mentioning warding, and since the guy usually plays wizard-type characters, the topic will come up, I'm certain of that. And while I gladly allow creativity in the game, I do want to prevent my Kill-Team going to battle against everyone dressed as Grey Knights every single time because I let my Libby create a ward this one time.

     

    I'm not a frequent visitor here - I'm not GM-ing long enough to contribute in a meaningful way, but allow me to tap into the collective experience of the Hive Mind :)


  8. Core Rulebook's Psychic Phenomena and Perils of the Warp tables, and Psychic Powers like Machine Curse, mentions "warding" objects as providing protection from psychic powers. Now I'll need some game mechanics regarding this, because I'll send my KT on a mission where this might prove crucial to completing their objectives.

    So, is this action detailed anywhere in the DW rulebooks, or is it a possible copypasta from DH? If so, where in DH should I start?

     

    Edit: It was a mistake to re-read  this. Now I feel the title is confusing. What is the non-awkward adverb of "psychic"? :)


  9.  

    I mean there are psyker Chapter Masters and dreadnoughts.

    Something no else seems to have mentioned is that the introduction of Librarian Dreadnoughts is a relatively new addition to the TT game, and it was an addition that did not sit well with many long time fans.

     

    Additionally, the usage of those is limited to Blood Angels and their successors, if memory serves right. Weirdos.

    And on the topic of psyker Chapter Masters - for those, only the Blood Ravens come in mind as example, and look how well it worked out for them.


  10. I'd say the age doesn't matter... the older it is, the better hidden it was, until it was discovered and placed on top of the hive by some heretics/traitors who found information about it somehow, somewhere.

    Fair enough. The hive might have had a legend, ancient or recent, about a legendary being enacting bloody vengeance from the shadows, keeping the population in line and giving birth to a death cult. After the Imperium lost its grip on the Jericho Reach, the Night Lords may have returned to reap the world of its fruits.

     

    I think what happens if it is destroyed depends on how it is destroyed. Maybe the beforementioned source where the device is found may also provide a source on how to destroy it "correctly".

    I plan to give my KT a false trail chasing Dahzak, so there'll be no instructions. It might tie into my plans to corrupt the "tainted" character a bit more (he thinks having a few Corruption Points is no biggie - he'll realize he's wrong. Just As Planned.). I also plan to unleash a Chaos SM Sorcerer on them, who seemingly allied himself to the Night Lords, but has his own agenda with the machine - maybe unleash a Tzeentchian Daemon from its millennia-old prison?


  11. What I have found intriguing so far is the Irradial Cogitator in Mark of the Xenos - I will probably base the Needle on those statistics. What do you think, is it even remotely possible that our beloved Space Batman trapped a Daemon inside such a device (during the Great Crusade, no less) to keep the population in line, or must it be of later making? I'm afraid the Imperium is not really a fan of artefacts made by the Traitor Primarchs, and the sector was controlled by the faithful for a long time. And one more question, for keepers of the lore - what happens, when such a Daemon Engine is destroyed? Is the being banished to the Warp, or set free?


  12. Give the idea some leeway. Whatever idea we come up with it can never be as bad as some actual codex writers fluff. Because there are some really awful bits out there.

    Fair enough. The idea doesn't exactly line up with how I imagine the Necrons, but, as a thought experiment, it's quite intriguing.

     

    The Skype campaign sounds good, but my timezone (combined with the need to show up at work every morning) probably prevents me joining.


  13. Play with the physics to mess with the characters' orientation. The various space-faring vessels fused together give an excellent opportunity, even without the warp effect. For example, when you cross a doorway, you enter a different vessel. It is fused to the previous one upside-down, so you walk on the ceiling among glow-globes. After a nauseating second you feel the pull upwards, towards the vessel's floor. You realise the gravity generators are still active - you might activate your magboots, but if you let to of your weapon, it will fall up.


  14. This is a rough outline for a future campaign, so if anyone from my group in Budapest wanders here, be a good sport, and please stop reading.

    +++Thought for the day: A mind without purpose will wander in dark places.+++

     

    Now that it's settled, did anyone read Nightfall by Peter Fehervari, in the Heroes of the Space Marines anthology? After the Alpha Legion failed to impress them, I decided to put the fear of the Traitor Legions into my Kill-Team, and this seems to be a solid background for it:

    The planet Sarastus is a dying hive-world, abandoned by the Imperium, and turned into a recruitment world by the Night Lords. The pitiful few survivors, a mere few hundred thousand in a hive built for millions, led by a fatalistic cult, meet their gods in every thirteen years, when the majority of the applicants are slaughtered, and the worthy is taken away to boost the numbers of the Eighth Legion. 

    Now the abandonment ties in nicely with the Jericho Reach setting, the Imperium ceased to control the region for a few millennia, after all.

    On the top of the hive spire there's the Needle, a weird, sentient thorny metal construct, somehow resonating with the arrival of the Legion, signalling the time for the True Night.

    After learning the name of the Thousand Sons Sorcerer Dahzak and his apprentice in The Emperor Protects part II, I plan to send the KT after him. Part I and III still awaits, but I want to flex my creative muscles from time to time. I haven't decided yet whether the Needle is actually one of Dahzak's constructs, or totally unrelated, but that's beside the point now.

    The plan to send them there is quite simple (after returning to Erioch, they will enquire about Dahzak, and learn that the last time he was heard about was on Sarastus, next to the Hadex Anomaly). The almost-abandoned, creepy hive, the mad cultists and the constant rainfall are given, too, so the atmosphere is set. The enemies are Night Lords, Raptors and if the Needle is not Dahzak's work, a Chaos Sorcerer.

    Now the question is, what about the Needle? It obviously has to be the primary objective, so it has a significant role. What do you think, how could it ruin a Marine's day? The pointers in the short story are these: it's metal, it's sentient and possibly malevolent, it communicates with a chosen few psychicaly (sending the non-psychic humans into trance or frenzy), and it acts as a beacon. By the look of it, it doesn't appear to be of Necron origins, so I'm thinking along the lines of infused daemonic essence, but what would it do crunch-wise? Have you ever used something similar?

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