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About ViperMagnum357

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  1. Kinda off topic, but since you are back doing these, will you be working your way through all the game lines? Because there is a whole host of questions I have for Black Crusade, starting with the rules for unnatural characteristics.
  2. Alright, quick question: After a player undergoes Apotheosis and becomes a Daemon Prince, they gain a new characteristic-Favour, which is measured from 0-100. There is a specific option for a newly raised player to trade in any number of their extant gifts for 5 Favour each, one time only upon their Ascension, suggesting they do not start with max Favour. Based on what I read, the assumption seems to be that you start at 0 Favour unless you trade in at least 1 gift or GM fiat starts you at a different amount. Did I miss anything that contradicts this, or do you simply start at 0?
  3. The Black Crusade game master's kit includes a significant expansion to burning Infamy for more than just survival-one of the options allows you to sacrifce Infamy to reduce Corruption. You can reduce Corruption by 2 for each point of Infamy sacrificed via the False Repentance rule, or buy off Corruption points at 1 per 250 XP spent via the Ritual of Castigation. On another tack, you can also craft a Simulacrum Effigy, acquired as a Very Rare item: that absorbs 1/2 rounding down of all external Corruption points gained with a Hard Willpower test, like from a warp rift or Sorcery exposure. However, it can break and flush you with the accumulated Corruption on a roll of 95-100, so the first 2 options are generally preferable.
  4. Alright, in addition to the forums I have checked all the books and all errata I found, and I have a couple of questions. I am assuming that you reroll duplicate powers when generating abilities from the same list, but I have not found that actually in the rules anywhere. In addition, is it possible to reduce degrees of success after rolling a test? I was wondering if it was possible, for a powerful Psyker unconcerned with Mastery tests, to guarantee a Binding Strength of 1 without a lot of (likely fatal) trial and error to maximize your abilities.
  5. The Warp Gate see in Echoes of the Tomb is a permanent Necron Construct, built purely through technology-the Necrons have never had Psykers, even when they were flesh. For this specific question-you need to speak with your gamemaster about a custom item, since mechanically you would not be able to use such a gate otherwise, once you have bought the appropriate advances.
  6. Mechanically, the inhibitor has not been statted out in any of FFG's game lines, nor will it be with the loss of license. You need to speak with your Gamemaster about it-they would need to approve and stat out a piece of equipment. In terms of the game-passing through a portal is not gaining the benefit of a power, merely using something that exists, functionally no different that passing through the Warp in a ship surrounded by a Gellar field, and almost exactly like using a teleporter-and there are no restrictions on doing so for Untouchables, whether it be shipboard arrays or one of the personal teleporters available as equipment. If there was a problem, it would have been called out explicitly. As for a specific example-in Caves of Ice, an Untouchable passes through an active Warp Gate on a planet with his abilities uninhibited, and winds up on a ship in orbit-so it can definitely happen; remember, this power only differs from teleportation technology via being a psychic power, and travel alone is no problem fro the Untouchable; only the method being an active psychic power they would normally suppress. The real problem is practical-unless you have an inhibitor, the portal will be suppressed and wink out when you get close, and you can only get an inhibitor through Gamemaster fiat: if they are unwilling to oblige, it becomes a moot point.
  7. Untouchables used by the Inquisition can be fitted with a limiter, allowing the Untouchable to switch on or off their ability's range-when inactive, their abilities are projecting out to the normal range. When active, the limiter renders their power inactive, allowing Psykers to use psychic powers in close proximity with no problems; however, the Untouchable themself retains all their abilities at a personal distance, and cannot be affected even with a limiter active. Based on the specific power, an Untouchable would need to have their limiter active to pass through such a gate, since it is not permanent-if they got close as is, it would wink out due to their proximity. The Gate I mentioned above was a peculiar, permanent Necron Portal; since it was configured only for them, when the two characters passed through they were exposed to the warp unshielded. The Untouchable was only mildly bothered, while the other non-Untouchable/non-Psyker character was a mess. That was in a Ciaphas Cain novel.
  8. Untouchables are completely immune to all Psychic powers, cannot be detected via psychic powers or Psyniscience, are invisible to Daemons that have not manifested via flesh, and cannot gain any benefits even if the wanted to. While it is possible to overwhelm or burn out an Untouchable, the amount of raw power required is well beyond the scope of anything in these games: in the fluff, one medium grade Untouchable is disabled and knocked into a coma after attempting to directly overpower the MIU link in an active Chaos Warlord Titan; and another is burned out over a period of months through the efforts of an insanely powerful Daemon Prince who had possessed someone in close proximity. For the practical purposes of the game; there is really nothing you could expect to face and survive, even in Ascension, that could nullify an Untouchable's abilities. As for stepping through a Warp Gate-that can happen, provided it was not a direct application of power like a teleport ability targeting the Untouchable. IE, a teleport pack, Shipboard teleporter, or standing Warp Gate could be used, but not a Psyker targeting them specifically. Their Untouchable traits would also provide a degree a resistance to the effects of transit as well; in the fluff, an Untouchable passing through an unshielded gate recovers in a day, while a strong willed non-Psyker/Untouchable is bedridden for a week and a mess for a while afterwards.
  9. Well, the Void Kraken listed in the rules for the Koronus Bestiary is explicitly it own thing, hearkening back to the original Space Monsters specced out in Battlefleet Gothic supplements. The original Kraken for the Tyranids date much earlier, to Space Fleet. Deciding what flavor it is should come after determining whether or not it is a Tyranid or one of the many deep space and warp spawned monstrosities that can eat entire fleets of vessels, like the Void Whale. Size-wise, a random space monster could be whatever you choose; a Tyranid Kraken is a specific type of Tyranid vessel substantially different from the rest of their fleet, with rather different abilities. A Tyranid Kraken is usually escort sized, and always lacks the spores clouds that act as shields and turrets for other Tyranid vessels; to compensate, they have heavy armor all around, later rules made them heavy escorts with 2 hits instead of one, and are considered permanently Braced, providing a save similar to the Holofields/Shadowfields of the Eldar or the Stealth/Regeneration systems of the Necrons. Krakens are tied for the fastest and most maneuverable Tyranid ships alongside the Vanguard Drones used as scouts and spotters. Relative to a Sword frigate with 4 batteries or a Firestorm with 2 batteries and a lance, a Kraken will also carry the armament of a heavy escort-the equivalent of 6 batteries, 2 lances, or an array of close combat weapons-Feeder Tendrils or Claws. The Tendrils allow the Kraken to make hit and run attacks that can destroy escorts and cripple larger vessels while ignoring armor, while the claws have to deal with armor but have the Kraken latch on and deal serious damage while arresting movement of the victim. Later versions created a scaled up Kraken the size of a light cruiser-basically the same rules with more hits and weapons. If you want a Battleship sized Kraken, the largest hiveships are larger than standard battleships, moving into super battleship territory, and can be specced to have many close combat weapons to get the same feel. If you are interested, all the BFG rules are free so you can just google the PDFs. The current rules can be found on the specialist games forum.
  10. Their bad luck applied in all sorts of ways-malfunctioning equipment, garbled transmissions, people forgetting important details via distraction, and all sorts of other incidents you do not want anywhere near sensitive situations or fragile equipment. We get a short anecdote from one of the characters in the second Last Chancers novel that does not paint a pretty picture-her unit was reassigned to the front line because they were an overall detriment to the war effort, yet represented such an immense investment it would have been political suicide and a morale crusher to decommission such a vaunted and very public program. So they got sent into one meatgrinder after another, in the hope they would die gloriously for the Emperor, far away from important theaters of conflict. Incidentally, I have never seen that Abhumans fanwork, and it seems solid-I would probably use that, but remove the bonus to Fellowship and option to add +3 to it; remove a few talents from their path, if present-like Air of Authority, Iron Discipline, Master Orator and Whispers; instead add either Fearless or Nerves of Steel/Unshakable Faith.
  11. The Afriel Strain were abandoned because, in addition to attracting the undue hatred of fellow soldiers, they appeared to be legitimately Warp-cursed, with horrible luck even worse than the Lamenters. They were basically baseline humans with superior mental abilities and skills, but physically just fit humans. They got regulated to crap details until they were chewed up and eliminated to prevent them from bringing any (more) costly disasters down on Imperial forces. I think the only times we got a good look were some Chapter approved rules, and the 2nd and 3rd Last Chancers novels. Rules wise, they had 'And They Shall Know No Fear' like Astartes, but everyone in the enemy army had Preferred Enemy against them to represent their awful luck, which was so bad that Priests and the Inquisition refused to ally with your army. In the novels, they are portrayed as having little empathy or social skills and fundamental disconnects to other humans, which combined with their odd appearance left them a target of mistrust and distaste. While they show great loyalty and superb skills, that is counterbalanced by commensurate ill luck-things like knocking loose material when hiding or moving stealthily, unfortunate ricochets, that sort of thing. Just being around them is dangerous to other people. Mechanics wise-maybe look into some of the various curses and warp screwage-things like a chance for rerolls or spent fate points to have no effect, and starting with one less fate point. Any time something bad might happen via random, non-skill/ability percentile, that chance should be increased for an Afriel Strain. Also, they should have a severe penalty to Fellowship, and maybe restrictions on various command/leadership skills and talents. To balance that, they should have significant bonuses to WS, BS, Int, Per, a grab-bag of bonus combat talents and several mental talents-like Duty Unto Death, and either Fearless or at least Unshakable Faith and Nerves of Steel.
  12. ^In the fluff, there is a vast gulf between a good human/tech priest command crew and even a mediocre Astartes when commanding a vessel; not just the bridge, but overseeing the engines and gun crews. Astartes are not just physically augmented, but mentally as well, their minds described as tactical computers only the best Mechanicus tech can exceed. The few times Astartes ship commanders are seen in action, like in The Emperor's Finest, their ability to analyze and respond to a tactical situation leaves everyone else flatfooted, from the Chapter Serf shipmaster to the Mechanicus Magos and entourage that are ostensibly in charge of the expedition. And remember the leadership values in BFG are different for Chaos and Loyal Astartes. Regular Navy vessels have leadership 6-9, from green crews up to the best un-augmented humanly possible. Chaos ships are also leadership 6-9 to account for slaves up to experienced chaos reavers, with an Astartes crew granting +1, thus 7-10 to account for overseers and slavedrivers as well as Chaos Marines in key positions. Loyal Astartes are leadership 8-10, which not only accounts for the Astartes commanders and possible crew, but also a crew entirely made up of tech priests, high quality servitors, and chapter serfs-who were mostly once aspirants, some of the smartest, toughest, and most competent specimens humanity has to offer, and many of whom missed the cut to become Astartes by the slimmest of margins. A crew rating of 70 would be the base rating with a full Astartes complement, likely increased to 80 due to training and equipment plus excellent non-coms. No unaugmented crew should be able to match what you would expect to find aboard a Space Marine Strike Cruiser or Battlebarge without some crazy tech. And after that lengthy digression, I would say to OP that a 'typical' chaos capital ship would be mostly crewed by slaves, and its quality would be disproportionately tied to the quality of its commanders. In BFG, full Chaos Marine crews provided a bonus to leadership and boarding actions, while Nurgle dedicated vessels were extra tough-an extra hit, the equivalent of an extra escort's worth of damage before being crippled or hulked, plus Nurgle ships could not be boarded by enemies.
  13. Remember that Astartes will only be the commander plus possibly command crew, with most of the actual crew being serfs(for loyal Astartes) or slaves (for Chaos Marines). I would suggest adapting the BFG leadership scores based on how many Astartes are actually on board-just a commander, likely an escort vessel would be crew rating 50-Veteran. A squad's worth, an Astartes commander and bridge crew, plus a couple to oversee the enginarium would be crew rating 60-Elite. A full Astartes crew-a demi-company or more, sufficient to man the bridge+enginarium, have overseers directly running each component, and enough left over to mount boarding actions; the equivalent of BFG leadership 10 with full bonuses for boarding/H&R-that would be crew rating 70, with an appropriately impressive moniker.
  14. Size is not mentioned, so it stays the same-the tripled weight being the tradeoff. As for cybernetic limbs-the strength and toughness bonuses all add together. The Machinator Array is explicitly an add-on to both biological and extant cybernetic parts, rather than replacing anything-that is in the description. Think of it as a bunch of extra pieces added to what you already have, like a bunch of pistons and servos bolted on to your limbs and a collection of plating and wiring all over. (basically the difference between someone with a couple of bionic limbs and a few augmetic implants compared to what most Techpriests look like in the art)
  15. As usual, 'depends'. If moving openly, that could mean either political barbs in social events to reduce their standing and make them look weak, or box their ears economically-outbid them, constrict markets, and accept a pinch on your own purse for the chance to empty theirs. Covertly, that means bribery, theft and blackmail to start with-lots of underhanded things with plausible deniability. In advanced cases, that escalates to sabotage and assassination. If you are out of specific ideas, look up the misfortunes table in the rulebook-that covers most types of incidents that are likely to happen without open battle. Figuring out a way to inflict the Adeptus Terra on opponents and arranging mishaps for enemies should be familiar to any dynasty that survives its first venture.
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