Jump to content

Sgt Goon

Members
  • Content Count

    21
  • Joined

  • Last visited

  1. Definitely bigger than I would have gone; but did you and your players have fun? If so, my opinion means nothing.
  2. My players go for an (appropriately blessed) roll of Admech-issue duct tape.
  3. Your most powerful psykers can choke people with their minds and shoot lightning from their fingers? Dawww. That's adorable.
  4. I feel for you Tisis. But rather than fighting fire with fire (i.e. meeting his OP character with OP enemies), I'd suggest a different tack. Don't look for solutions in the rules - look for solutions in the story. Change the nature of play to make this nob's character useless. He might be a unstoppable min-maxed cheese tornado in combat; but I'll wager that's all he can do. Good. Spend a few sessions in roleplay-heavy non-combat. Engineer situations where your other players have a chance to shine. Engineer situations where the other players inadvertently screw with his powers/plans. All of these things are possible. He will eventually either decide that: 1. You suck as a GM. He's going to go join a game where he's allowed to indulge all of his powergaming, rules-lawyering dweebishness; or 2. Yeah. OK. That character's kinda stupid. Maybe he'll tone it down a bit. Both are wins.
  5. Just a few off the top of my head... 1) To provide a situation for a sneaky character to shine; perhaps to retrieve something from the room, turn a switch to unlock another area, or whatever. 2) To provide an incentive for the PC's to use quieter tactics against the guards in other parts of the locale who are on duty while also making sure that they don't raise the alarm. 3) To remind the players that their enemies aren't a bunch of evil kill-bots but are actual people who do actual people things like sleep. 4) To enhance player immersion by creating a believable locale where people eat, sleep, shower, etc.; rather than just a linear path of set pieces restricted only to those of immediate relevance to the PC's presence. Put it better than I could have Vorzakk.
  6. I frame it thus: A silent kill is not completely silent. You can stick a guard silently if he's out on his own (e.g - the closest guard is on a nearby tower/guarding the next room), but you can't do it if there's another guard standing next to him. I don't care how well you rolled. If you stab someone in the neck expertly, they will die; but not without a certain amount of thrashing around. Maybe that's just the slip and scrape of boot heels in the pool of blood on the floor, but it's still a noise. The reason I mention the barracks full of sleeping guards thing is a matter of personal experience. I was a player in a (non-DH) game where the resident powergamer/rules lawyer's super-duper stealthy assassin went on a murder spree in a barracks full of sleeping guards. He argued that because the rules said that if they were asleep (and thus he basically couldn't fail any of his stealth rolls) they were helpless, so he would be able to kill all of them silently. No more guards to worry about you guise! I kept my mouth shut, but it just seemed boring. By that I mean with no more guards, there's no more risk for the rest of the party to play off - so no room for cunning schemes, knife-edge escapes or hair-raising adventure. Or failure either, for that matter. TL:DR - using stealthy silent murder to knock off one guard to get through a tight spot is cool. Killing all the guards with stealthy silent murder is not. My attitude to what you can and can't do is shaped by what I and my players think makes a cool game.
  7. I'd be wary of doing something like this. You would be effectively denying the stealthy people their opportunity to shine and there are other ways to introduce complications for the scenario. I'd be inclined to allow the players to succeed in their stealthy assassinations but have to deal with the ramifications created by a room full of dead people. Sure, they managed to kill all of the sleeping guards but what do they do with the bodies? What do they do if a patrol swings by the barracks and sounds the alarm? I know it comes down to personal preference as a GM but having a sleeping guard thrash about in his death throes and wake up another guard would seem a bit unfair if I was a player. A good point - that said I wouldn't just spring something like that on a player. If they were a warrior, I would flat out warn them that experience tells them that stabbing someone tends to lead to a bit of struggle and noise. If they were a chirurgeon, I'd give them some kind of warning too. But if it's the group's lily-handed loremaster, well. There will be "complications".
  8. Rule of Cool every time. Would it be more fun if the players managed to sneak up on the guard and shanked him? **** right it's silent. "You slip between the shadows and get within a couple of steps of the guard. He's bored - autogun slung over his shoulder, and looking like he'd very much rather be playing cards back in the barracks. Casting a couple of half-hearted glances towards the gateway, he pulls a lho-stick from his breast pocket and lights it. He's taking a healthy drag when you pounce." Are they talking about going through a whole barracks of guards sleeping side by side, silently offing one after the other? Boo! Boring! "You slink up to the first bed. It's too easy. Drawing the knife from your shoulder rig, you jam it into his trachea. He can't make a sound - but you weren't expecting him to flop about quite so much. The guardsman sleeping nearby's eyes flutter open in alarm. His gasps turn into a panicked scream."
  9. Agree Morbid - except for one point. I'd reverse Dark Heresy and Only War gear availability. My rationale is that the Imperial Guard have the full weight of the Munitorum behind them - you might only get a lasgun and flak armour; but by the Emperor, it will be a lasgun and flak armour made on a forgeworld, damnit. An acolyte cell is in cover, and will cobble together whatever they can get their hands on. Sure - they might have bolt pistols and carapace armour if they need to make a show of force; but the magazines are empty and the chestplates are held together with duct tape and spit. When push comes to shove, they pull out stubbers and hope for the best. That's purely a personal flavour though. My DH campaign is desperately gritty.
  10. I agree. Go with what feels right to you. Make sure the players know that whipping out a Bolt weapon is making a statement bigger than "D10+5X, Rending" though. Not just anyone gets a bolt weapon - you're obviously kind of a big deal if you're carrying one. It will have effects on subtlety.
  11. This is a very ambitious idea - one you'd really need the right group of players for. I reckon it could be absolutely amazing. One more clue/bits of flavour off the top of my head: - A warehouse, thought abandoned, burned down during the "missing" period. A number of bodies were found inside, but were quickly hustled off to the charnel houses. If the players are quick, they may be able to bribe/talk their way into one such house, finding that some of the bodies have obvious gunshot/melee weapon wounds.
  12. My Inquisitor is only ever a voice emanating from a servo-skull or penning a mission briefing and has never been seen. The warband does have occasion to interact with Interrogators sometimes, but they tend to be back-office types who don't directly involve themselves in missions, and are for the most part unhelpful jerks. I use the maxim of "The interrogator/inquisitor knows anything that helps advance the story/gets the warband out of the dead end they're in/is cool". I do, however, avoid having them sitting there as a pool of lore skills that the warband can tap into. If the party ask the interrogator to answer questions for them, it has an influence cost, or reduces their subtlety, depending on the question being asked.
  13. **** man. That way more impressive than my setting. Kudos.
  14. A GM by my own heart. I love a good McGuffin. Especially one that not even I know the actual purpose of (there's a few sitting around in my game waiting for a flash of inspiration/cruelty). As for the ashes...well... You could make it a slow burn. Nothing happens at first, but slowly, spooky things start happening around the base. The psykers get bad dreams. The veil starts to weaken. Psyniscience doesn't get any pings off the ashes. What's going on? If they players resolve to destroy/dispose of/hide the ashes, they find them missing. One of their servants has taken it and hidden it in the base. It's a mystery. Do the players suspect their servants? How will they work out which one has taken the ashes? Maybe they can't. Just before it's time for the sorcerers/cultists/boogity-squad to show up (it doesn't have to be Thousand Sons - some other Chaos worshipper may have divined them) to seize the urn and torch the base, the characters find the servant in question babbling and scrawling glyphs that hurt the eye on the walls in their own faeces.
  15. In what circumstance do you see your Inquisitor needing to roll for something (outside combat, anyway)? The danger in giving your Inquisitor a full stat-block is that they can transform from an NPC into a GM-PC.
×
×
  • Create New...