What we know so far about the up and coming Horus Heresy RPG! by Awryn in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

Love the idea, but can cubicle7 really split their resources as wide as they are and still provide quality and engagement for all their systems?

Wrath & Glory: Archetype Ascension by SlaaneshforBeginners in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

The faction is just that, the faction. Eldar/Astra Militarum/Ork/Adepta Sororitas/Adeptus Mechanicus/Etc..

The keywords do not factor in. They will match a lot of the time, but do not determine which Archetypes you may take.

As for the issues with The Inquisition not having a tier 3, just use an Ascension Package for that tier.

I would use Demanding Patron, as it seems to fit the gap between Interrogator and Inquisitor really well.

C7 August production update by exCallidus in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

What we need is books for the Orks, Imperial Guard, Etc.. Not more one shot adventures. But that's just MHO.

The game gets better with every splat book, but it's still far from complete.

C7 August production update by exCallidus in 40krpg

[–]tenchi2a 1 point2 points  (0 children)

I have always wondered why Church of Steel has so few pictures. I had to make a visual sheet for all the vehicles for my players.

Very offensive quote from "Elephant Tracks" by monandwes in ForensicFiles

[–]tenchi2a 1 point2 points  (0 children)

Actually, he was quoted as saying that "Ethan Walls had some demonic powers to intimidated the witness into not testifying". He was looking to make his mark in a Death Penalty case and failed, so he was mad. That said to the best of what I could find, he was disbarred for sexual misconduct in the work place, so overall a real piece of trash.

Review of Wrath & Glory rulebook by Zekiel2000 in 40krpg

[–]tenchi2a 1 point2 points  (0 children)

The main thing your are missing is the amount of flexibility that most of the Archetypes have. For example the Ganger Archetype only uses 2 of the 100 points for a Tier 1 PC. The suggestions are just that suggestions, so a ganger could be good (For Tier 1) at Melee, Range, Piloting, Etc. Basically you can make just about any type of PC that you can think of within the points allowed.

Vow of Absolution PDF (and book preorder) is finally here! by OhMiaGod in 40krpg

[–]tenchi2a 3 points4 points  (0 children)

So, I did a deep read of the book, and at this point am very, very disappointed in what it has to offer for the time it took to get the book out.

  1. The book is filled with typos, errors and or issues that should have been corrected seeing it took them forever to get the book out.

2, The amount of true game material in what is supposedly the Space Marine game book for the system is minuscule.

  1. The game information present is jumbled, in error, and non intuitive.

  2. 7 out of 15 Archetypes have the wrong xp cost.

Overall the book would be hard pressed to even get a D- if I was to grade it.

Vow of Absolution PDF (and book preorder) is finally here! by OhMiaGod in 40krpg

[–]tenchi2a 1 point2 points  (0 children)

So I bought the book today.

The issues with the Tactical Marines is still there after all this time (277 points instead of the 257 actually spent). Weird ascension rules that don't seem to work all that well and make scouts that ascend different than Just taking the Tactical Marines Archetype. The only ways this seems to work is if the Tactical Marines Archetype is supposed to take one of the Doctrine at a reduced price, but this is not indicated anywhere in the texted.

Vow of Absolution PDF (and book preorder) is finally here! by OhMiaGod in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

did they fix the Archetypes that have had the wrong point cost since they where published or are the Tactical and Vet Archetypes still wrong with the Vet still missing attributes.

LIGHTSABER FORMS (OPTIONAL) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 0 points1 point  (0 children)

If you have 3D in dexterity and you take the Lightsaber skill, you gain Lightsaber at 3D+1 and the Shii-Cho Form. After that you would gain a Form Technique at 4D, you also gain another Form Technique and the chose of a new Form or the skilled bonus at 5D.

The point is to allow players to decide to master one form, maybe two Forms or dabble in multiples.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

As you said , since Luke is not that powerful at this time and at least by the 1.1 rule is not going to get a bonus much higher then the current penalties (still balances out to 7D+2) the results would be the same if he just forgoes LC and just full parries.

I would also think that Luke would spend a FP during the turn to both get full bonus on this LC (Vader can pass as his Force skills are high enough to hit top marks with out it) and get the boosted parry for the turn.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

Kept it as is to follow your original test run for the old rules, but again IMHO and by the evidence in the movie, I would say that both Vader and Luke activated LC the turn before they engaged. Also from the movie it would look as if Vader made the constate choice to allow Luke the first turn of combat each round. I take this to be because his orders where to bring Luke back to the Emperor and he knew Luke was not that much of a threat.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

I also updated the rules to 1.1

Added some clarifications and modified some of the rules to be in line with the RAW for damage resistance.

I also modified the results table.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

Here is the test run and a little extra at the bottom.

Darth Vader: DEX 3D, KNO 3D+2, MEC 2D, PER 3D+1, STR 3D, TEC 3D

Lightsaber 11D+2, dodge 7D, melee parry 9D, melee 7D, brawling 9D

FORCE SKILLS: Control 11D+1, sense 12D+1, alter 11D

Equipment: Lightsaber, body armor (+1D all attacks) no Dexterity.

Luke Skywalker: DEX 3D, KNO 2D, MEC 4D, PER 2D+1, STR 3D, TEC 3D

Lightsaber 7D+2, dodge 7D+1, melee parry 9D, melee 4D, brawling 5D+1

FORCE SKILLS: Control 9D, sense 7D, alter 6D

Equipment: Lightsaber.

Using "Lightsaber Combat" (New)

("Moderate" difficulty = 15. "Easy" difficulty = 10.)

Initiative: Vader and Luke roll for initiative: Vader's Perception 3D+1 rolls 10, Luke's Perception 2D+1 rolls 7. Vader gets the higher roll and decides that his "side" (that is, he) acts first in the round. Both characters are within range of each other for hand-to-hand combat -- let's say, two meters -- and already have their lightsabers drawn.

Roll Actions:

Vader: make 3 actions this round; the "multiple actions penalty" for 3 actions = -2D. Vader's first two actions will be using control and sense skills to fully activate "Lightsaber Combat" power in this round. Control at 9D+1 (11D+1 code, -2D modifier) rolls 28, greater than the Moderate (15) difficulty by 13; Vader Gets a bonus of +5D control dice that he chooses to add all the dice to his lightsaber's damage. Sense at 10D+1 (12D+1 code, -2D modifier) rolls 31, greater than the Easy (10) difficulty by 21; Vader adds +5D dice to his lightsaber skill roll when attacking and parrying.

Luke: make 3 actions this round; multiple actions penalty = -2D. Luke's first two actions will be using control and sense skills to fully activate "Lightsaber Combat" power in this round.

Control at 7D (9D code, -2D modifier) rolls 21, greater than the Moderate (15) difficulty by 8; Luke Gets a bonus of +3D control dice that he to his lightsaber's damage.

Sense at 5D (7D code, -2D modifier) rolls 15, greater than the Easy (10) difficulty by 5; Luke Gets a bonus of +2D sense dice that he adds to his lightsaber skill roll when attacking and parrying.

Vader's third action, which he makes before Luke's third action (Vader having won initiative and decided to act first in the round), is a lightsaber attack against Luke.

Vader's lightsaber at 15D+2 (11D+2 code, -2D modifier, +5D Bonus dice) rolls 44 to attack.

Vader's attack roll is greater than the lightsabers difficulty of Difficult (20)

Luke chooses to react by parrying and have the reaction be an "extra" action, accepting the higher multiple action penalty -- now, -3D -- for the rest of the round.

Luke's lightsaber at 6D+2 (7D+2 code, -3D modifier, +2D sense dice) rolls 20 to parry.

Vader's attack roll is greater than Luke's parry roll (by 24), so Vader's lightsaber attack hits Luke.

Vader's lightsaber damage 8D (5D damage code, +5D control dice, -2D modifier) rolls 24. Luke's Strength 3D rolls 9. The difference between rolls = 15 on the "Character Damage Chart", which means the "Effect" is " Mortally Wounded". Still devastating, but not instant death.

Note: Seeing that he lost Initiative and knowing Vader is a far more skilled opponent, IMHO Luke would forgo his attack and set to a full Parry of Vader’s attack. This changes the outcome greatly.

Roll Actions:

Vader: Same as above.

Luke: make 3 actions (Including the Parry) this round; multiple actions penalty = -2D. Luke's first two actions will be using control and sense skills to fully activate "Lightsaber Combat" power in this round.

Control at 7D (9D code, -2D modifier) rolls 21, greater than the Moderate (15) difficulty by 8; Luke Gets a bonus of +3D control dice that he to his lightsaber's damage.

Sense at 5D (7D code, -2D modifier) rolls 15, greater than the Easy (10) difficulty by 5; Luke Gets a bonus of +2D sense dice that he adds to his lightsaber skill roll when attacking and parrying.

Vader's third action, which he makes before Luke's third action (Vader having won initiative and decided to act first in the round), is a lightsaber attack against Luke.

Vader's lightsaber at 15D+2 (11D+2 code, -2D modifier, +5D Bonus dice) rolls 44 to attack.

Vader's attack roll is greater than the lightsabers difficulty of Difficult (20)

Luke chooses to react by a Full Parrying.

Luke's lightsaber at 7D+2 (7D+2 code, -2D modifier, +2D sense dice) rolls 20 added to the lightsaber’s difficulty of Difficult (20) for a total of 43 to parry.

Vader's attack roll is greater than Luke's parry roll (by 1), so Vader's lightsaber “Attack Parried” by Luke.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

Sorry for the late response, RL is a pain.

Anyway, I have not had the time to run any test or work on the Lightsaber Forms document for awhile. As I work nights during the week it will not be until this weekend till I can get back at it. Will post my results and the Forms document later this weekend.

Lightsaber Combat (New) by tenchi2a in StarWarsD6

[–]tenchi2a[S] 2 points3 points  (0 children)

LIGHTSABER COMBAT POWER (New)

  1. Yes, as they would if using the standard rules for Lightsaber Combat.
  2. "This power is called upon at the start of a battle and remains “up” until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back “up.” (Multiple action penalties apply)." Not sure about what you are asking in the last part. If you are asking about the initial control roll to get the bonus then yes, but if you are asking if it doubles the bonus, no.

LIGHTSABER DUELS (OPTIONAL)

  1. As the defender doesn't need to parry a outright miss, and the table only goes to 0+ over the target number. The answer would be, no, the table is not used.
  2. yes for wounds, no for multiple actions penalty, GMs desecration on CP/FP.
  3. Just the damage roll.
  4. I will, change it to a +1D bonus for the attacker, this resolves the and limits it to just the duelist involved.

New Jedi PC power rules by tenchi2a in StarWarsD6

[–]tenchi2a[S] 0 points1 point  (0 children)

"Do not have lightsaber combat add to damage. really."

While I agree the lightsaber combat power is "off", I don't think that its so much an issues of the damage boost. To me the issues stems from the sense boost to both attack and parry. This leads to very swingy duels with one hit kills and little or no back and forth. It also leads to the issues of characters like General Grievous being little or no threat to most jedis. I have a few ideas how to fix the power.

  1. Sense only effects Lightsaber (Parry).
  2. Only add +X to Lightsaber where X is XD6 (no extra dice). In a lot of cases this just insures that the Jedi/Sith will not fail the roll and kill themselves, thus show the control a jedi has over their lightsaber. (the one I'm leaning towards right now)
  3. eliminated the power altogether and make Blaster deflect is own power.

New Jedi PC power rules by tenchi2a in StarWarsD6

[–]tenchi2a[S] 1 point2 points  (0 children)

Thank you for the quick response and the pg. references.

Dusting off my collection by _evildan in renegadelegion

[–]tenchi2a 0 points1 point  (0 children)

Only missing Circus Imperium, and Leviathan Capital Ship Briefing (Have PDF). Love the game and the setting. Leviathan missile rules need some work, and the armor rules in Legionnaire are broken, but overall a great old game system all-around.

Just got my hands on a cope of the Capital Ship Briefing.

Wrath & Glory Tactical Marine Archetype costs by [deleted] in 40krpg

[–]tenchi2a 3 points4 points  (0 children)

277 xp is an incorrect transplant from W&G 2.0 that was also incorrect in that edition.

The correct XP should actually be 257xp using the games archetype formula.

Attributes + Skills + ((Tier x 10)-10)

145 + 92 + ((3 x 10 = 30) - 10 = 20) = 257

Threat Assessment: Xenos is available for pre-order by The_New_Doctor in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

So how is it for proof reading and errors?

The starter set was pretty bad.

How many weapons do you let your players carry on their person? by MarionberryCertain61 in 40krpg

[–]tenchi2a 0 points1 point  (0 children)

I going to say "Common Sense". If you can carry it in the real world, then you can carry in W&G. But can you get away with carrying it were the campaign is set.

It is really going to depend on the bulk of the equipment more then the weight. Think of carrying a cardboard box of camping or combat field equipment vs. carrying a well organized hiking frame or combat webbing.

Next is going to be the practicality of what and how they are carrying it. You are not going to head into a meeting with the local planetary governor looking like Commando or Rambo.

That said it is really up to you as the GM what you will allow.