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Moderator: FFG Andy FischerFFG_Sam Stewartynnen Topics: 23 | Posts: 318
Chapter III: Character Creation
by ffgMark
Published on 22 June 2012 - 11:29:45
Page 2 of 4 (46 messages) « First page... 1 2 3 4 ...Last page »
Reply #16 | Published on 25 June 2012 - 10:36:54

On page 51, the Commisar suggested advancement chart refers to Iron Discipline as being available but possibly being granted by this specialty in character creation. On page 50 under starting talents, Iron Discipline is not available.

Without Signature

Reply #17 | Published on 25 June 2012 - 14:07:51
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I think calculation of movement should be covered on stage 3.

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Reply #18 | Published on 25 June 2012 - 22:33:29

on Page 70 (in addition to the missing chart 3-20) it says to Roll once on 3-21 to determine your comrade's demeanor, but there is no 3-21 either.

Perhaps it should be 3-19, the chart on the previous pages?

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Reply #19 | Published on 25 June 2012 - 23:44:40
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Table 3-14 talks about Characteristics having 0,1, or 2 matching Aptitudes to determine the cost of a Characteristic Advance

But table 3-15 (and supporting text) only indicates 1 Aptitude linked to each Characteristic meaning ALL Characteristic advances are are at 0 or 1 matching Aptitudes for a character.

How does a Character gain 2 matching Aptitudes for a Characteristic?

Are there other Aptitudes in addition to the original nine? If there are why are they no listed in table 3-15?

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Reply #20 | Published on 25 June 2012 - 23:57:47
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Argh!

Ok I get it now…

There are 19 Aptitudes.

One for each Characterisic (ie. Weapon Skill, Strength, etc) plus the nine others (Offense, Finesse, etc) plus the General Aptitude.

So looking at Table 3-15 the two matching Aptitudes for Intelligence are:(1) Intelligence and (2) Knowledge.

 

Without Signature
Reply #21 | Published on 26 June 2012 - 01:05:59

I may have overlooked it, but I cannot seem to find any thing explaining what is to be done with repeated Skills or Talents gained from multiple sources. For example, the Weapon Specialist on page 48 starts with Navigate (Surface), if this same character is created using the Tallarn Desert Raiders Regiment Rules on page 24 he has Navigate (Surface) from there as well. Does this mean he has Navigate (Surface) at +10?

If this is addressed in the Skills chapter that is good but it ought to be made clear in Character Creation (and perhaps even Regiment Creation as the options there can cause the same Skills or Talents to be gained). Also it ought to be written in a plain and easy to find way.

Without Signature

Reply #22 | Published on 26 June 2012 - 03:16:16

TCBC Freak said:

I may have overlooked it, but I cannot seem to find any thing explaining what is to be done with repeated Skills or Talents gained from multiple sources. For example, the Weapon Specialist on page 48 starts with Navigate (Surface), if this same character is created using the Tallarn Desert Raiders Regiment Rules on page 24 he has Navigate (Surface) from there as well. Does this mean he has Navigate (Surface) at +10?

If this is addressed in the Skills chapter that is good but it ought to be made clear in Character Creation (and perhaps even Regiment Creation as the options there can cause the same Skills or Talents to be gained). Also it ought to be written in a plain and easy to find way.



Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice


On the other hand did anyone notice the Ratling is a bit overpowered with 4 cheap attributes (BS, Ag, Per, Fel) where all the other ones only have one or two.
The Ogryn has three but they are limited enough in equipment and skill selection

"A dirty mind is a joy forevera terrible thing to waste"

"Innocence Proves Nothing"


Reply #23 | Published on 26 June 2012 - 05:05:30

Santiago said:

 

Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice

 

 

 

 

For those who are looking for this in the books, reference the bottom of the second column of page 64 for the rule on duplicate Aptitudes, second column center page (roughly) on page 66 for Skills.  I did not see the rule about duplicate starting talents, though…  Could you give a reference point Santiago?  Thanks.

-=Brother Praetus=-

"Truth is so precious it must be attended by a bodyguard of lies."  
(Fortune Cookie)

"They say that once you have opened the final gate there is no way back."
(Fortune Cookie)

Dark Heresy tropes

Reply #24 | Published on 26 June 2012 - 05:06:56

Santiago said:

TCBC Freak said:

 

I may have overlooked it, but I cannot seem to find any thing explaining what is to be done with repeated Skills or Talents gained from multiple sources. For example, the Weapon Specialist on page 48 starts with Navigate (Surface), if this same character is created using the Tallarn Desert Raiders Regiment Rules on page 24 he has Navigate (Surface) from there as well. Does this mean he has Navigate (Surface) at +10?

If this is addressed in the Skills chapter that is good but it ought to be made clear in Character Creation (and perhaps even Regiment Creation as the options there can cause the same Skills or Talents to be gained). Also it ought to be written in a plain and easy to find way.

 



Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice


On the other hand did anyone notice the Ratling is a bit overpowered with 4 cheap attributes (BS, Ag, Per, Fel) where all the other ones only have one or two.
The Ogryn has three but they are limited enough in equipment and skill selection

 

 

Operators have none….

Without Signature
Reply #25 | Published on 26 June 2012 - 05:52:08

Brother Praetus said:

Santiago said:

 

Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice

 

 

 

 

For those who are looking for this in the books, reference the bottom of the second column of page 64 for the rule on duplicate Aptitudes, second column center page (roughly) on page 66 for Skills.  I did not see the rule about duplicate starting talents, though…  Could you give a reference point Santiago?  Thanks.

-=Brother Praetus=-



See page 17, Regiments in Only War

"A dirty mind is a joy forevera terrible thing to waste"

"Innocence Proves Nothing"


Reply #26 | Published on 29 June 2012 - 12:18:57

On page 41 in Table 3-1: Heavy Gunner Recommandet Advances it lists Iron Jaw even though this is a talent every Heavy Gunner gets.

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Reply #27 | Published on 29 June 2012 - 18:39:14

 And that is indicated… just added for completion

"A dirty mind is a joy forevera terrible thing to waste"

"Innocence Proves Nothing"


Reply #28 | Published on 30 June 2012 - 02:47:35

Yes, but normally only Talents with an or Option are listed, if this would be the norm and not an oversight or error, specialities like the commissar would list also things like Air of Authority or the operator Technical Knock. Both things they get regulary with no or options like Iron Jaw. but they are not listed contrary to Iron Jaw.

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Reply #29 | Published on 30 June 2012 - 05:38:21

On page 49 in the grey box Comrade Advances under the Talent Hail of Fire it reads “…If his
Comrade is in Cohesion, all of the Weapon Specialist’s attacks this turn gain the Pinning Quality.”
But there is no direct Pinning Quality in the weapon section and the only reference is Pinning on page 186. But do not mention the Pinning Qualität exactly. So maybe it is an oversight, I overlooked something or it is not mentioned clearly. I think I means just that every enemy the Weapon Specialist attack, must test against Pinning or not?

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Reply #30 | Published on 01 July 2012 - 12:30:33
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under ogryn:

talent should be Weapon Specialisation (Heavy, SP) not (Heavy, Ripper)

 

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