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felismachina

First adventure

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In general, the FFG introductory adventures are actually very good, and often helps set the stage for further adventures in an expert manner. The Dark Heresy adventure deals specifically with the acolyte cell being brought together for their first mission. The Black Crusade one deals with the heretic group escaping prison together.

And so on and so forth.

I haven't played the Only War one, but generally speaking, if you want to start a new group and you're unsure of where to start, start with the free introductory adventure available on the FFG site (linked by Terraneaux) and then go from there, continuing with the adventure offered in the Core Rulebook. It should be a good introduction to further adventures of any kind.

 

You can find an introductory adventure here: http://www.fantasyflightgames.com/ffg_content/only-war/frpgd/Eleventh%20Hour_Revised%20Final%20(Low%20Res).pdf

 

It's designed for people who aren't too familiar with Only War, and requires some tweaking if you actually use the full rules, but it's a good intro with some interesting encounters and a decent pace.

In what way does it require some tweaking if using the full rules?

Edited by Fgdsfg

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Notably I think the Acrobatics skill doesn't exist in the 'lite' version of the rules they use.  They ask for agility tests at at least one juncture that could instead use acrobatics.  

 

Also the orks' stats are not quite even with the ones in the core book due to them basically not having talents.  

 

It's all small stuff though.

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As for introductory adventure i think it won't blend with custom regiment they have. The one from core rulebook looks nice. Anyway i am still curious which of of those two big adventures are better since quality of published adventures can vary.

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They're both good, but No Surrender is definitely not for PC's anywhere near starting XP.  Definitely Final Testament.

 

What's the regiment type you're running for?

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Notably I think the Acrobatics skill doesn't exist in the 'lite' version of the rules they use.  They ask for agility tests at at least one juncture that could instead use acrobatics.  

 

Also the orks' stats are not quite even with the ones in the core book due to them basically not having talents.  

 

It's all small stuff though.

Ah, yeah, like in the Black Crusade adventure, where they call for a Forbidden Lore (Warp) test to prepare a daemon host, and some opponents have some really weird stats for their Hellguns.

Fair enough.

As for introductory adventure i think it won't blend with custom regiment they have. The one from core rulebook looks nice. Anyway i am still curious which of of those two big adventures are better since quality of published adventures can vary.

Fair point. Regiments can vary wildly in Only War, so I can see how some might not blend with eachother. But this is also true for the adventures. I have no idea how an Armoured Regiment would work with No Surrender, for example.

I echo Terraneaux's question. What kinda regiment are you people running?

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Mechanized infantry from hive world. Right now i want them to have "true only war" expierience then i want to detach them from normal chain of command and make them some kind of elite commando unit.The main idea of campaing is to let them do some heroic deeds and in rewad for that they will be chosen to form a special task unit something like deatwatch kill team but with less machismo and superhuman powers.

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I don't know the name, but the first scenario we did was the one from the back of the GM guide. It was set on Virbius.

Worked very well for a small squadron.

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I've done

Against the savages from the rulebook

then tweaked 11th hour the free adventure, adding talents and skills to the orcs and changing the planet it's set on to the one in the rulebook adventure

next up will be Saving Solace to fit in with the events from the previous two adventures.

Then a short break as they do Old Soldiers from the GM screen

then Final Testament and hopefully No surrender 

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