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Skarsnik38

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Everything posted by Skarsnik38

  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.
  16. As written there isn't any bonus but that's stupid since stunned does give one so I'd give at least as good a bonus as shooting a stunned target, probably more. +30 maybe.
  17. Actually both light and regular power armor are in Only War. They are in the Shield of Humanity book. The light power armor gives unnatural strength 1 and perception 1 and doesn't increase size. Regular power armor gives unnatural 2 to those characteristics and increases size by one. Armor values are same as always. Both were near unique, while in DH2 its only very rare. Both still have the 1d5 power but for one it says characters with potential coils can run it off that indefinitely and it also specifies "rigorous combat use" so arguably just walking around doing normal things doesn't count towards the 1d5 hours limit. I still hate that its a random amount though and the change to unnatural characteristics instead of +10 is a completely unnecessary nerf. If I were running a game I'd probably either use the Only War rules at minimum or more likely use the first ed rules and options for power armor. The 1d5 hours of power was already terrible and made it near unusable and now the bonuses it provides have been nerfed too, making it utter garbage. I also liked the old rules for the Adeptus Sororitas and I think space marine armor for the power pack being damaged.
  18. Edit: text color adjusted so responses stand out better. I agree not everything should be cheap and I don't particularly like the idea of just giving everyone an extra aptitude. On my current character I've bought zero aptitude characteristics and several 1 aptitude talents and plan on picking up some zero aptitude skills soon. Although zero aptitude talents may be a little too expensive. As long as everyone in the group occasionally picks up something non-optimal there shouldn't be an huge discrepancies between characters. The only reason I think this is a problem with Ace is that they don't even get the stuff that is meant to make their role special for as cheap as one of the other roles (assassins), therefore what is the point of this role.
  19. Seems to me that Aces having a special affinity for driving/piloting is the whole point of the role in the first place and so should be one of those exceptions. Another good fix would be to change how aptitude double up exchanges work. If you could either trade out a doubled up aptitude for any other aptitude or if it allowed you to take a non-characteristic aptitude when the double up is a non-characteristic aptitude. So for example it would allow navy to take tech which would double up with tech in ace then could be exchanged for fieldcraft.
  20. Both Aenno and I agreed that psychic bolts can be used in combat so why are you choosing to say they can't? It was one of the few things we completely agreed on. Why'd you ask in the first place? That really cripples psykers' offensive capabilities when all you have to do is charge them to render many of their abilities useless. Access to force weapons doesn't make up for the lose of the ability to use so many of their abilities in combat considering force weapons are very difficult to acquire weapons that only very high level characters should have. True psychic bolts are not pistols but they are not technically ranged attacks at all so it doesn't matter. Since they do not have the ranged subtype and also because they are not actually weapons they are not bound by the restrictions of weapon classes or ranged attacks so the pistol thing doesn't matter at all. They completely have their own set of restrictions and downsides and modifiers. Not sure how you came to that modifier conclusion from the called shot FAQ...or maybe I'm just confused by your edit placement...but roughly that's how I would play it. Giving the -20 penalty for shooting into combat is reasonable though same with things like darkness. Called shot is a completely separate action from focus power (so are suppressing fire and overwatch) and there is no way to combine actions which is why it can't be done with psychic powers but has nothing to do with situational modifiers or how they should be applied to psy powers at all. Edit: first couple sentences come across as confrontational which was not my intention, sorry. I'm just curious how you came to that decision.
  21. Just to avoid going too negative I will say that for the most part I really like this book. The new talents and armoury stuff are cool. I like some of the small touches like the tau weapons leading to confusion about the kroot's technical abilities and how the necron stuff and the tyranid enemies aren't given their normal in-setting names but ones more like what a human discovering one for the first time might call them. As I'm playing an Intelligence character the Explication system has me excited as well. Because warriors are a very generalist combat role. They are not described in a way that would suggest they should be great at any particular skill. The role is for being a generalist fighter and that's what it does by making most combat stuff middle of the road price with a few things cheaper. Their role ability is not tied to a specific skill or set of skills. Everything about Ace indicates that operate, survival and to a lesser degree maybe navigate should be their main skills and yet they lack the one aptitude needed for all of them. A better comparison might be chirurgeon having Strength instead of willpower. Chirurgeons are stated as being the doctors and the interrogators so not having either aptitude for interrogation is kinda weird. It's just not as big a deal for them because really medicae is their primary thing and they get everything they need for that. For the record I don't particularly like warriors but not because I think it has the wrong aptitudes for what it is. In my opinion combat specialists tend to feel much cooler than generalist combat characters and having nothing to do in investigation or social situations can get dull. So basically I feel warriors never get time in the spotlight because they are rarely going to be the most impressive combat character in any particular situation, always being outdone by the more focused characters, and can't contribute much in non-combat sections either. I think the role's aptitudes are correct for what the role is trying to represent I just don't think it creates a very interesting character is all. Since the homeworlds in this book have thrown out the aptitude pattern for character creation anyway I feel like they could have perhaps removed perception and replaced it with fieldcraft. Would keep most of the skills that are bothering Lynata (survival mostly I guess) the same price as they are now but would fix the cost for operate. Lynata, if you read the character example ace gives at the end I'd say fieldcraft fits very well with that little story, it would probably require stealth to steal an eldar vehicle, pretty crazy high operate to pilot it, maybe medicae to patch up after the crash etc. Also the second ace sample path example of a mounted scout would also fit with survival. I think you are thinking too hard about Ace being tied to navy and/or aircraft specifically, which it isn't. Its a vehicle class, everything from horses and bikes up to starships and everything in between. In fact part of the reason I don't like the role is how bad it fits with navy mechanically because navy aces are much worse pilots than several other character creation combinations.
  22. Unnatural intelligence is great for medicae as first aid heals based on intelligence bonus + degrees of success.
  23. I feel like this could just be "fallout" from the Operate skill originally not accounting for space vehicles. If you look at the Fieldcraft aptitude and most of the associated skills and talents, you'll see that it refers mainly to adapting to other environments, survival, stuff like getting through in the desert or a jungle. Or, yeah, driving a tank across this terrain. It actually makes very little sense for the operation of spacecraft to be based on the same parameters. Naval crews shouldn't be better at surviving in a desert, in fact they should have more issues than your average person as they don't even get to walk on a planet all that much. By all rights, the Operate skill for spacecraft should use a different Aptitude, possibly Perception (reaction times and peripheral vision) or Intelligence (interfacing with the machinery). This would also solve the ridiculous problem of Deathworlders having an automatic edge here. That being said, perhaps we should also keep in mind that a background doesn't actually have to mean that a person is very good at it. It depends on what that background represents, and Naval crews as well as officers are generally not picked for their skills, but either because they just happen to be around (press-ganged into the crew) or because they come from a fancy noble household (officer training) -- and controlling a starship is a difficult thing to learn, more difficult than learning to drive a ground vehicle. It kind of sucks from a gameplay perspective, but it's not actually an in-universe issue. You seem to sort of switch part way through here between talking about role and background. The problem is with Ace not with a background. A background doesn't mean a character needs to be good at anything in particular since, as you point out, in-universe backgrounds are often forced or born into, but a role should probably mean that a character is good at those things since it is described as how the character chooses to approach problems and tells you what you have an "aptitude" for. After all, Aces are described as being the best pilots in the Imperium. That's pretty much it's whole description and yet every assassin is better at it because ace got tech/finesse instead fieldcraft. Navigation is another skill that would be appropriate for aces but that also requires fieldcraft. So at minimum you have all three operate skills, all three navigation skills and survival that seem like they are THE skills for Aces and yet they pay more than assassins. Its a problem that Aces are advertised as the operate based role but aren't even as good at it as another role just in a straight role vs role comparison, not even factoring in anything to do with homeworld or background combinations. What even is the point of this role?! A navy assassin is a better pilot than a navy ace, pretty much all guardsmen aces are better pilots than all navy aces, a deathworlder ace, no matter the background is a better pilot than a void born navy ace, all pretty strange and nonsensical and I'm sure there are more examples. Not giving Aces fieldcraft is as mechanically problematic as it would have been if they had chosen not to give sages knowledge.
  24. I agree that its not super clear and that some modifiers like darkness could still be applied. Good thing about difficulty modifiers is they are pretty much always up to the GM so it's his/her call as to whether any particular one would apply in any specific circumstance. With psychic powers it's questionable whether they miss exactly. A failed test is just as likely or even more likely to represent a failure to manifest any effect at all. So rather than throwing a fireball and missing it more often represents trying to manifest a fireball and nothing actually happening other than maybe a puff of smoke (or losing control and summoning a daemon instead in the case of a failure with a phenomenon or perils result mixed in). Dodging is abstract with ranged attacks so it can be with psy powers too. Might just be that the psyker needs to maintain focused eye contact and the dodge breaks that eye contact rather than avoiding a visible bolt. Assail is described as possibly being a bolt of invisible force or as being small objects hurled at the target. Clearly dodging an invisible bolt of force should be impossible but since the power is described in multiple ways it is both simpler and more fair to have the ability to dodge always apply. Since powers can be described in multiple ways, the ability to dodge doesn't indicate that a power is not at least somewhat guided by the mind. At the very least the initial aim would still be guided by thought though, which would leave hand eye coordination out of the picture and therefore still seem easier aiming wise. Its also worth noting that you can argue psychic powers are technically not melee or ranged attacks, just attacks. All other attack actions are classified either ranged, melee or both in their subtype. No psychic powers have the ranged or melee subtype. This is why psychic attacks can all be made in melee. They are not bound by the ranged or melee subtypes. This when combined with the fact that most combat modifiers specifically state weapon skill tests and/or ballistic skill tests leads me to believe that they shouldn't apply unless the GM has reason to believe they should in specific circumstances. For the most part I would not have many of the normal modifiers apply since the focus power tests are more about manifesting the effect rather than being accurate. Penalties like adverse weather conditions, deafeningly loud noise and other things where some of the penalty could be from the distraction I would have apply but I wouldn't in the case of things like the target running or the target being stunned or prone etc. I don't think shooting a psy power at an enemy in melee has actually ever come up in the game I'm in so I don't know how my GM would rule it. Our psyker is also one of our many melee characters.
  25. Yes you can provide first aid in combat, it is a full action. Aenno, the medical mechadendrite doesn't say anywhere that it changes first aid to half action. The only mentions of half actions in its rules are that it allows you to automatically staunch bleeding as a half action (normally a free action that has a -20 penalty test that you can spend more actions to lower penalty) and attack with it as a half action. It could be argued that the medical mechadendrite being 2m long could allow you to provide first aid from roughly that far away. Aim specifically states that it does not work with psychic powers. I would also say that the penalty for shooting into combat does not apply. Basically none of the ranged modifiers seem to apply to psychic bolts. Think of it this way, it would be much easier to hit your intended target rather than your ally when using an attack that you guide by thought rather than one that you must aim by hand. Most combat penalties state specifically that they affect weapon skill or ballistic skill tests which focus power tests are neither. There is nothing about focus power tests or psychic bolts in particular that would prevent them from being usable in melee.
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