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In case anyone had missed it, a new Black Crusade news post/preview has appeared from the depths of the Immaterium, providing two additional characters to use in Broken Chains on Free RPG Day (and after).
Of course, given that most people haven't seen Broken Chains yet, these preview characters also present more than a few hints and clues as to some of the changes made to the 40kRP system for Black Crusade, if you're keen-eyed enough to spot them...
Nathan 'N0-1_H3r3' Dowdell
Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Black Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls
Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.
A collection of my unofficial supplements can be found here.
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Hmm.. I like them both! So far I've just noticed the Infamy Characteristic (and the replacement of Fate points with Infamy points... which just so happen to equal the bonus of the Infamy characteristic...)
edit: also, Pride and Failing along with Motivation!
I noticed the "Type" field, human in case of Cultist... I mean... Kastala and CSM in case of Babaroth. I wonder if that opens doors for other non-human types.
Milk for the Milk God!
Also, I think the CSM has an error. Unnatural characteristics says he has +4 to SB and TB. But he seems to have +6 to SB.
Milk for the Milk God!
Lord Ork said:
Also, I think the CSM has an error. Unnatural characteristics says he has +4 to SB and TB. But he seems to have +6 to SB.
He is wearing Power Armour, which adds +20 to Strength (and consequently +2 SB). Just as with the characters in Final Sanction, the bonus to Strength from the armour isn't factored into the character's profile, but the increased strength bonus is.
Nathan 'N0-1_H3r3' Dowdell
Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Black Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls
Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.
A collection of my unofficial supplements can be found here.
Which is sound, except characters don't begin with their gear...It's a little bit confusing, I think.
PS: I hope the Inquisition has some handy restraints on that ship, 'cause that Marine won't be stopped by normal doors...
An open mind is like a fortress with its gates unbarred and unguarded.
+10 Modifier on standard attacks is mentioned on Babaroth sheet, where does this come from ? Rule changes incoming ?
Life is happens while you are making other plans
nightspearD said:
Hmm.. I like them both! So far I've just noticed the Infamy Characteristic (and the replacement of Fate points with Infamy points... which just so happen to equal the bonus of the Infamy characteristic...)
edit: also, Pride and Failing along with Motivation!
Also of interest- Skills go to +30
Which kind of makes sense if this is a true, level-less system and PCs will need to sink xp somewhere
If in doubt, shoot it
I think in DH when you take a full action attack, you gain +10 (and I think you get a malus to evasion). This character can make two attacks in the same turn. But I fail to see how it is different to make two half-action attacks. Maybe I don't have much matery on the rules.
Milk for the Milk God!
In DW, you can't make more than one action with the subtype Attack in the same turn (it has been specified for DW at least, too lazy to check if it's the same in the others), which implies no "Two standard actions". The talent Two-Weapon Wielder (Melee) specifically allows you to hit with two melee weapons you wield.
As for the +10, I really don't see where it should come from...Master-crafted weapons?
And I hope the GM's kit will remind the GM of the unarmed attack rules, as it seems they may come in handy.
An open mind is like a fortress with its gates unbarred and unguarded.
@Stormast
PS: I hope the Inquisition has some handy restraints on that ship, 'cause that Marine won't be stopped by normal doors...
In 95% of all cases, Stasis Fields are enough to contain a CSM, a rogue Psyker and whatever other interesting monstrosities you have aboard your ship.
In 5% of all cases, you get Broken Chains.
Ceterum Censeo Dezmond Ignorandum Esse.
Fair enough ;)
My point was more on the lines of "I'm really eager to see what failure this ship did that allows our dear Chaotics to escape".
But we'll know, for sure.
An open mind is like a fortress with its gates unbarred and unguarded.
Cifer said:
@Stormast
PS: I hope the Inquisition has some handy restraints on that ship, 'cause that Marine won't be stopped by normal doors...
In 95% of all cases, Stasis Fields are enough to contain a CSM, a rogue Psyker and whatever other interesting monstrosities you have aboard your ship.
In 5% of all cases, you get Broken Chains.
Dunno. It's not very convinging that you capture a CSM and let him his two chainaxes just because you can put a force field.
Milk for the Milk God!
The sheet specifically says they don't begin the game with their gear, so this is taken into account ;)
Of course, you can't really take the Unnatural Strength of a CSM...Except by killing him.
An open mind is like a fortress with its gates unbarred and unguarded.
I have just checked it. So, I suppose they start with no gear at all. Even the poweramour would be gone. Right?
Milk for the Milk God!
Naked Khorne berserker on a killing spree , sounds fun :) poor crew, he will be quite literally up to his ellbows in their blood in no time :)
Life is happens while you are making other plans
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