Jump to content

Skarsnik38

Members
  • Content Count

    171
  • Joined

  • Last visited

  1. I disagree with this. The subdermal armor could easily represent an armored battle ready bionic rather than a standard model. There is nothing about the quality of bionic limbs that would necessarily represent sturdier construction. Most of the benefits are more described as more efficient function and more decorative which arguably could make it less sturdy. If you are going to limit it like that why not say armor can never be worn over bionic limbs in the first place. Imperial bionic's basic structures (barring best quality) are generally described as being very bulky so the amount added from plates thin enough to fit under the skin would be relatively minimal. Not to mention armor can be tailored and acquired at different sizes. Armor is made for everything from ogryn to ratlings so I'm pretty sure something in the right size could be found or crafted to fit over a bionic. Maybe make the armor a step harder to acquire to represent the additional tailoring required. One of the character's in my group got the biggest feral world character size so is nearly 7 feet tall. Our GM doesn't outright disallow him from ever finding usable gear that fits him right due to his size, however it is sometimes more complicated (we have to modify it, or none being the right size is the in game explanation for a failed influence test to get it for him, or its harder to acquire etc). In general I don't think the loss of a limb should suddenly mean the character should lose the effect of an item they have or not gain the full benefit of it if they get it later.
  2. Wounds do often feel either a little too expensive or just less interesting/useful compared to other talents,however I would suggest getting more anyway. 9 wounds on a character with that much experience is pretty bad. You should see if your GM would be willing to let you start with a Rosarius instead of the refractor field. It is the ministorum specific force field and priests in the guard army in 40k come with them. I would also suggest getting toughness up into the 50s. The extra damage soak is really good and when you eventually get true grit it will benefit that as well.
  3. For unnatural characteristics for marines x2 changed to +4 from Black Crusade on. Don't know where your getting +3 from.
  4. Oh, but not "Dark Pursuits"? Traitor! In my opinion Seeds of Heresy is more self contained and makes for a better one off or prologue which is what the OP asked for. We essentially used it that way. Dark Pursuits has a pretty high chance of ending with lots of loose ends since it is set up to lead into some of the other adventures more directly. At least in our playthrough a lot of stuff was unresolved or still a mystery.
  5. For the most part the game plays completely the same and quite a lot is compatible between 2nd ed and the previous edition and the other game lines. Some major changes from first to second are: Skills have been consolidated, so there are a lot less of them and many have the uses of several from first ed. Talent list is much shorter. A lot of the cool fluffy ones who's usefulness was questionable or that lacked hard rules effects were removed, a few talents were somewhat consolidated, and some were probably removed for being too powerful, like fearless and heightened senses. Worth noting that many of the lost talents are still in Only War and its supplements and most are cross compatible. No money anymore, there is an influence characteristic that is used to roll for equipment now. Influence is meant to represent a wide range of things from money in your pocket, to more general wealth, to your reputation and favors owed to you. Character creation and advancement has changed quite a bit. In character creation you pick a homeworld, background, and role. More freedom in what you can purchase as there aren't career tables anymore. Things that don't line up with your character creation choices are just really expensive compared to things that do line up. Psychic powers work way different. They make much more sense and are more in line in how they work relative to the rest of the system (use characteristic percentile rolls for casting like other tests) Be warned if you use any of FFG's 2nd ed adventures many of the boss battles are very tough for low level characters. Depending on how combat oriented your party is and how many sessions/how much xp they get you may want to tone them down some. That being said Seeds of Heresy can make for a good introductory prologue campaign. See the bottom of the player resources section of the support page for that adventure. It was the adventure used for the beta. https://www.fantasyflightgames.com/en/products/dark-heresy-second-edition/
  6. 1) I would probably only have them take one test based on the most severe penalty/the most severe that would apply to any particular character(I say this because a Jaded character would ignore a fear 4 alien while the rest of the party wouldn't but may still have to test for a fear 2 daemon in the room, so you'll still need to keep track of the different fear sources). It would seem real dumb for a character to luck out and pass the fear test against say a daemonhost only to then immediately fail to a fear 1 zombie or something. The scariest thing should draw their attention is essentially how I would justify it. I'm not a huge fan of the fear rules so personally wouldn't make it harder than the base fear rating makes it but doing so I think would make more sense than multiple tests. As it is fear tests are some of the hardest in the game as they get so few bonuses and so many penalties and their effects largely aren't fun for players since they take away their control of their character's and remove them from the action. Might give extra insanity and/or corruption for a failure though. 2) In room 2 I would say a fear test would be needed for anything different from what was in room 1. For an identical creature definitely not. A completely different creature definitely yes. A horror in room 1 and horror in room two would just be a fear test in room 1, a horror in room 1 and plaguebearer in room 2 would probably be two fear tests. Same with crazy warp phenomenon type events. If the first room they go into has the rules of reality thrown out the window whether they pass or fail there pretty much indicates how they feel about the continued horribleness in the rest of the warp tainted building. You should base it off if the sources are observed close enough to be considered part of the same encounter/scene. Any particular source should only trigger a fear test once per encounter/scene no matter how many times that source is observed or duplicated.
  7. Don't forget that the psyker gets +10 for every psy rating level they cast below their actual psy rating, since only the range is affected by the psy rating it's cast at you will always cast at the lowest level possible for the biggest bonus (just like foreboding). Even at psy rating 3 you can get +20 from casting at psy rating 1 and another +10 from psy focus. Considering how much soak daemons can have I don't think the power is bad. Against lesser daemons blasting away with pyromancy might be better but as you go up to daemons with more soak it might be more appealing. A psyker about to join my group is psy rating 7, if he had this power and cast at psy rating 1 he would only fail the test on a 100
  8. Base it is not better for critically and heavily injured characters because first aid suffers -10 for being heavily wounded and -10 for each point of critical damage the target has while extended care doesn't suffer these penalties and in fact gets a bonus +10. Extended care also lets you treat multiple patients at once with a single roll. However for characters with the chirurgeon role first aid can be better since they can spend fate to auto pass. Also once a character has the superior chirurgeon talent you are right first aid is pretty much always better. Although a character who has higher toughness than the doctor has intelligence and hardy may actually heal faster with extended care since the double natural heal rate will be better added to the degrees of success for healing than the doc's intelligence bonus. So basically the best use of extended care is for mediocre doctors to get a character out of criticals without having to deal with crippling medicae penalties but with a risk of killing them.
  9. My GM chose to just ignore the FAQ's ruling on toxic. I agree its probably too harsh a nerf but I'm also of the opinion that as written toxic can often feel a bit too strong since the toughness test penalties tend to be between -20 to -50 which is generally more severe than they were in 1st ed.
  10. Ditto on everything NFK said. The DoS change was largely just a change of wording since pretty much everything was adjusted to say extra benefits come from degrees of success after the first. Although I will admit that it feels weird to have two degrees of success when rolling something like a 29 when you needed a 30. Marginalizes taking characteristic increases that don't increase the characteristic bonus.
  11. This is covered on page 3 of the FAQ. Basically you get 12 from a requisition test and 6 more per degree of success after the first. It also clarifies that 6 arrows/bolts are considered a clip for weight purposes as well. So a starting character with a bow or crossbow should start with 12 with 12 more for each acquisition they use on arrows.
  12. I agree with your interpretation. Since the Chirurgeon ability specifically allows you to turn a fail into a pass and the others don't I'd say they have to be used instead of rolling.
  13. I would probably allow it but have the weapon gain the inaccurate rule. Just an FYI on page 180 the book states "All mechadendrite cybernetics are considered to be of good craftsmanship unless otherwise stated". None of them state otherwise as of right now so all are good craftsmanship base.
  14. I would also agree Dominate probably shouldn't require a spoken command. For jedi mind trick the minor power Suggestion in Enemies Within is what you are looking for.
  15. Yep, thats my point it should be even easier than shooting a stunned target, ill use it like this :3 It is in the rules. You can find it in Table 7-5 on p.231. +30 for attacking a Surprised or Unaware target. This is not the same thing. Just because you are helpless doesn't mean you are unaware or surprised. One of the most common ways of being considered helpless is when trapped by a snare weapon. You can be and likely are very aware of an enemy while webbed to the wall or tied up by a bolas.
×
×
  • Create New...