Jump to content

Doctor Kant

Members
  • Content Count

    8
  • Joined

  • Last visited

About Doctor Kant

  • Rank
    Member

Recent Profile Visitors

223 profile views
  1. You play Dark Herey, when Your only way to ever not hate your boss is stockholm syndrom You will clean the heretical cult, that indulges in welfare you will prove your moral highground by doing so with human bombs said human bombs may will be teammembers the GM makes bosses not based on your ability to win the fight, but by limiting your way to run away and bomb the place Whenever someone reaches 0 wounds, it fills everyone with joy especially, if said someone was a teammember Your party usually hates each others guts The most well known archetype of the entire universe, the space marine, is the thing you want to never, ever meet PCs getting killed seemingly without any way to save themselve will not result in the GM beeing beaten to death, but congratulated on his realism (and than beaten to death) In-term party strife is not resolved by slaying most of the monsters, but by beeing the last one standing (or more likely running) you lock up 60 % of the party, so they dont blow your cover, die horribly and are happy about it your parties of cutthroats , assassins and murdermachines have a complicated discussion on their different perspective to solve an issue, but the bookworm interupts and demands a frontal assault he actually convinces the party using a heavy machine gun
  2. Yes pretty much that. Initiative is just because some sort of turn based system is needed. So it is completly normal, that, say enemy ship blows up, but the enemy already has done something from his next turn. So its just for convenience. Of course, it can be important. After all, it can be reasonable, that, upon destroying an enemy weapon, it should already have fired. Just apply a little logic to it and judge depending on the situation. So if your gunner started heading to the weapons at the begin of the turn, barely got a shot of in this turn, than that weapon he shot may not be destroyed. If however, he was already waiting, just to get in range, which happened immideatly, than it would be reasnoable, that the enemy didnt get a shot of.
  3. Since this topic is suited for my question, despite its long inactivity, I may just post it here. Some time ago I essentially also decided to make myself a tactica for only war based on my experience with other 40k-roleplay. So my question would be, if any of those tactics wouldnt work in only war. Ork Mainly used them in Deathwatch before. As already pointed out, especially with the PCs now beeing normal humans, huge swarms of snotlings and gretchins with runtherds may be even more usefull. In DW I used them as meatshield and distraction, but in Only War I believe, they could work fine as a danger themselve, especially if the team equipped itself more against taking down bigger, fewer enemies (the classical Ork). I also made great experience with having "more cunning" warbosses flanking with fast attack (stormboys, bikes), since those are not that easy to take down. However, the main tactic is of course still storming the front. To make this a bit more diverse I had the Orks flee, once their leader is killed and they have taken considerable causualties, however, they would come back and usually form up with more of such groups into one bigger blob. So the PCs needed to think on how to kill so many, that this will not give them problems. In general I made the Orks extremly strong, because they are relativly easy to outsmart and therefore the PCs could beat brawn with brains. Dark Eldar The exact opposite of the Orks, mainly appeared in a Rogue Trader game. I decided to use hit and run tactic and liberal application of mobility. Essentially I made them always attack that PC that is not currently attacking them. Helions, unlike the previous authors had experienced, I had great experience. Squishy and with a high chance of failing the attack. So I had them faking attacks and while the attacked PC dogded that, another struck from behind, giving him a good modifier to his attack. With the wyches I used assassin strike to have them essentially dance between multiple enemies, therefore 1) stopping the ranged fighters from attacking and 2) dont allow the more melee oriented fighters to strike back against them. They would be tied up with Incubi, Pain engines etc. Than have supporting units in the back. So the best counter against them would really not fall into the trap and therefore denying them the opportunity to set up their formations and stopping the attack with surpressing fire. Although it stands to reason, if that works in Only War that well, because delievering an entire formation would probably to strong for just a bunch of guardsmen, unlike rogue traders, who have their own armsmen. However, they may gain the advantage with more things to shoot down troop transports. In general I always had a bit of a problem with the Dark Eldar, because their glass cannon style had essentially two outcomes: Annihilate the group completly or die en mass. Worked better in DW, where the PCs were more resistant. Chaos So far my greatest problem when it comes to only war. In Dark Heresy you seldom fought them in open military wars, so I really have no idea how to use them in Only War. In DW I just could throw elite opponents at the PCs, but my players would kill me, if I would continue my liberal use of demons in Only War and rightly so. To this point, if my players would decide for an armored regiment, I believe, that spamming vehicles and lowly cultists flanking with anti-tank weapons would work fine. Did that with DW too. When it comes to infantry, I would use renegades as a "mirror" to the guardsmen themselve, using nearly always cover, grenades surpressing fire, artillery, mortars, mines in defence and flanking in attack. Combined arms, flamethrowers, specialised troops to counter the enemy. Although to get the whole "chaos"-feeling I would use demons instead of, say ogryns as shock troops and maybe, if the PCs are doing to good, a Chaos Space Marine as leader of the forces. Psykers and witches I would really not use in open warfare, didnt did that in DW or DH (granted, seldom had that in DH) and instead use them as "annoyance". Have them cloud the minds of the PCs, have them or allies raise weapons against one another, beeing in the back, summoning demons or protect the witches allies against fear etc. Only if the PCs get deep into enemy territory, the defenders may throw the psyker as a "human bomb" of warp energy against them in a suicide tactic. However, I would much prefer to have an internal power structure, without just saying: Cultist<Cultist leader<Space Marine<Space Marine leader as in DW, where especially the humans never really where a tread in one on one. Give them all kinds of ordinary weaponary, having them be different and not only important with something lascannon and greater. Tau I am hesitant to use them in Only War. Simply because the thinks I used them for in DW wouldnt work in Only War. Using an ambush or snipers wouldnt work if that would already kill the PCs. And just spam weak drones or have the PCs detect the ambushes would give the wrong idea of the Tau. Their commanders are neither wastefull nor idiots, so a bunch of grunts, even of the heroic kind, wouldnt fit the idea. Also, fighting the Tau would present a moral problem, since the very idea of guardsmen (at least for my party), is them beeing the guys with the sh*tty, but necassary job. Fighting horrible enemies and horrible buearaucracy at the same time, simply, because they been forced into it and because it needs to be done. In other words: First time they find out that the Tau empire is actually better than the Imperium and not pure evil AND they get better equipment and superiors, they would defect as soon as possible. This may be something for a later campaign, but not now. So, are those tactics still useable in Only War? After all, it differs a lot from the classical party of investigators/explorers.
  4. Now, in the spinward front I dont remember a warmaster in particular. The spinward front is not a crusade. The closest thing to a leader would be sector lord Hax, since he is controlling and requisitioning the forces of the war. Not really a character your characters would see or care about much. He manages the logistic and diplomatic part of a warmasters job. The military part and therefore the closest answer to your question, would be "Old Steel and Blood", Lord Marshal Ghanzorik on Kulth. He is the leader of the military forces on the Spinward Front. See p. 339 in the core rulebook.
  5. No. But: If they want to, I would use the usual logistic rating and put a great penatly on it, while judging the rarity from the size and activness of the warzone. So it is really hard to put a fixed bonus/penalty on it, but in general I would say: Basic infantry: Common. Specialized or elite infantry: Rare. Singe shot artillery: Rare. Regarding vehicles, at least rare, even for the most basic of bikes. However, even all those I would only really apply in a huge warzone, where those things can be distriputed. This is not to represent the rarity of those items, but the extreme rarity of those things beeing allowed to be simply "requisitioned" by other common troopers. They need a high logistic rating to even have a chance. And then apply the usual logistic modifiers. However, just think about it: One grunt asking the boss if he can borrow other grunts. Thats not how military, let alone the Imperial guard works. So this practice would propably be a local custom of that one regiment, making it hard to supply stuff not from the regiment. Just to give an example of the rarity: Rites of Battle for the Deathwatch RPG allows this, however, even then its costly, and the players there are Space Marine special forces. However, if those things you listed are needed or at least helpfull in the expected scenario, I would just make it mission assignment gear, so the players cant really choose, but you choose what to get. This is where those things are supposed to be. Regarding actually using that: Sure. If the squad has at least one leader (comissar or seargent), that is buisness as usual. And the command action will be put to good use. Also remember battlefield maneuver and battlefield awarness, representing the leaders better grasp of the situation at hand. Keep however the rank, roughly represented by the squads logistic rating, in mind. See page 162 in the core rulebook, the table gives a good hint on which rating represents which influence. And if they request specialists, even low ranking ones, they are often not under direct control, say mechanicus personal, stormtroopres or scholastica psycana squads. At best, you can show them the right direction.
  6. Okay, thank you. seems fitting. Considering the weaponary, it shouldnt be a big problem. They did have some weaponary, although they sold some to get the acolythes to help them. Also, its a trade ship full of inquisitorial goons. Shouldnt be to hard for them to steal something. What are your thoughts about foreign reeinforcements?
  7. Sadly, I see a lot of problems. As a 40k voidship has a crew of thousands, simply plundering one is next to impossible for a small group of aliens (you don´t have HUNDREDS of them on board, do you?). And, it does not make sense to do drug (or harm) the PC -before- the ship is in contact with the "well armed caravan". After all, till the Stryxis are in within reach of their "pick-me-up-crew", they will NEED these (friendly) PC, as they are their only support in an otherwise hostile surrounding (xenos who smuggled themselves upon an imperial voidship should fear for their lifes). So, how to drive your point home? I could see the Stryx trying to kidnap the characters when they are about to transfer them back to the caravan. After all, the Stryx (according to RT) trade vat-grown clone-slaves-constructs, the genes of the PC could be considered useful and/or valuable. The question here is: what was the plan here? How where the Stryxis meant to be transfered back to "their own"? First and foremost, thank you. Now: The Stryx still expect the Inquisition to run into a trap, believing their caravan would quickly start entering the ship with their slave-armies. They want to ensure essentially, that all the valuable stuff gets unharmed. There are only around 20 of them on the ship. They essentially want to force the group to bring them to a safe point in the ship, where they can just wait until the entire human crew is slaughtered/enslaved. After all, it is a trading ship, they expect it to be extremly easy. Those ships, while still impossible to take over guerilla actions, are no fighting vehicles after all, even if the Inquisition installed some extra weapons. So any dedicated boarding assault usually picks them apart, which is what the Stryx are hoping for. Also, Stryx are stated to be extremly techonological advanced, and while I dont know if they possess teleportation (I think not), they could just simply use escape pods or sent similar devices to the ship. To give some numbers: It is a trade ship on the side of the Inquisition, while the Stryx, outside of their own machines, use Kroot and human mercinaries. They mainly have trading ships, while the mercinaries are the equivalent of three light cruisers. The Inquisitor himself wants to bring out the big guns and had around four cruisers laying in ambush as well as one heavy cruiser joining later (it has already been established, that the Imperial Navy is his best contact). Now, if everything fails, I did made backup plans. Of course, I could just not include that episode, another example would be in the groups past. They had in the mission, where they picked up the aliens, been working against a Tzeentch cult. The cult did find out about the aliens. They had a Chaos Space Marine, but after the Acolythes outnumbered him using local forces, he pissed of. And it would be very "Tzeentch"-like to strike a pact with the aliens to for example use a teleporter beacon through them, teleport some marines, deamons or similar on board and try to steal the inquisitors stuff or destroy everything. This was essentially my back-up-plan should the group handle the Stryx to fast. After all, even with an army of armsmen at their side, fighting Space Marines in their element would be a challenge for the acolythe. Just like the Stryx scenario, once they realize that their reinforcments are not coming, develop in a game of cat and mouse as well as a time trial, trying to take them down, before they do damage.
  8. Hello everyone, I have been a GM for some time and around a year ago started beeing a GM for a Dark Heresy too. It worked out pretty well now. While I played some other Pen & Paper with this group before, they never played a WH40k game before and only one has much knowledge about the lore. While this meant, that there was first some explaining to do, they were really interested and to this point it was always good, that I could surprise them. Now I have worked up just such a surprise, however, because it was quite some work to pull it off, I wanted to take in some advises on if and how to finish this part of the campaign. The actual situation: The Team, during a mission near the border of the calixis-sector encountered among other things some Stryxis, who stranded there. They hoped for the new arrival to get them off the planet. They used simple material to disguise themselve as more of big puppies instead of vile aliens and used a child-like talk to fool the team. It did work and the group smuggeled them of world on the trade ship, which their Inquisitor uses as a base. I made it pretty hard, but the group managed it. Now the Stryxis are hiding on the ship trying to make contact with their kind. They believe to have manipulated the ship in the direction of a fairly well armed caravan. In truth, the whole smuggling failed and the Inquisition was aware of them (of course), but wanted them to lure them to the others. The Inquisitor by the way is puritan, has got his hands on some Imperial ships and want to kill the aliens. The point is: The Stryxis are usually descriped to be at the very least ruthless in the extreme, if not malevolent. And I wanted to show that somehow, so the players curse themselves for helping them. This should include the Stryxis using and possibly trying to kill their saviors for their own gain. The plan to this point involves the Stryxis using the group by either poisoning a player (which usually has the problem of said player beeing unavailable/limits him) or threatening them in other ways to help them loot the ship, just before they get off. Now, no matter if the players find a way out of this or try to help them, this buisness should get interrupted by the Inquisition engaging the Stryxis caravan. The question would be: Is this problematic? Are there other (better) ways the aliens could mess with the group? Thank you in advance PS: The group has no problem with getting thrown in the grim darkness of 40k and suffering for their more idealistic views, in fact they have told me that it always was/is one of the most enjoyable parts.
×
×
  • Create New...