DTFarstar
Apr 12 2008, 02:42 PM
I was just wondering if anyone has tried out the Warhammer 40k PnP RPG system that came out recently. It looks interesting, and I love the universe, but I don't know anyone who has played it. Impressions? Good, bad, wonderful? I've always liked it so I'm interested to get your opinions. A little starter set is downloadable called the Black Crusade I think.
Chris
Critias
Apr 12 2008, 03:15 PM
I've run several sessions so far, and I'm enjoying it. I am finding certain spots that are vague with the rules that I'm house-ruling to smooth over (much as I hate house ruling), spots where certain abilities seem to clash with other certain abilities, etc, etc. I'm also having some issue with the damage system, in that firearms seem grossly underpowered compared to (a) your average combat-oriented mook from the back of the book and (b) the damage melee weapons can do.
I know the 40k wargame itself is similarly slanted towards hand to hand combat since they think it's more "dramatic" or whatever, but it bothers me in an RPG. I hate house rules, and I keep having to apply them just so a few things don't feel stupid. I had one bad guy get shot point-blank with two lasrifle shots (from two PCs), both ended up being head shots (which was unarmored), and he took no damage, because he had an impressive Body/Con sort of attribute and they rolled below average on their d10 for damage. Meanwhile, another party member with a nice sword was hacking and slashing merrily away, killing guys left and right.
Overall, though, I quite like the system. I don't remember where you are (geographically, IRL), but if you can make it to GenCon Indy this year, I'll be running several sessions of it there.
SuperFly
Apr 12 2008, 03:29 PM
If you're referring to the 'Warhammer 40K: Dark Heresy' RPG, then I personally have not played it, but there is a campaign running in that system today in the #S-Run Community starting at 6pm EST. We're on IRC's Undernet (us.undernet.org) in #S-Run and #Shadowrun.
For those not familiar with IRC, there's a handy and fully functional JavaChat available through the website @
www.s-run.com.
You're more than welcome to come by and scope out the game. All the players seem very keen on the system, and I've heard little in the way of complaints about it so far. There is also another GM looking to start up a second WH40K RPG in the near future, and a Warhammer Classic RPG campaign that runs every Sunday @ 6pm EST.
Hope to see you around!
DTFarstar
Apr 12 2008, 03:45 PM
The books tend to have that emphasis on hand to hand as well, high volumes of gunfire with bolter pistols and people who are really skilled or lucky getting the only las rifle kills. Of course, in all the books I've read you can vary the output of your rifle to conserve ammo vs. do a lot more damage. I'm not surprised to find you've played Critias. As for Gen Con Indy, if I wasn't broke as hell and in school during it(I forget the exact date, but so far I've always been in school I would love to go. I live in Northern Alabama, specifically in Florence, and I have a very hard time finding anyone besides the 4 or 5 people I know personally to game with. Most of the other people I know around here that play are really power monger-ish and quite immature. It is irritating.
Chris
EDIT: Superfly, I know little to nothing about IRC, but the chat on the website just
Connecting...
Unable to connect : java.net.UnknownHostException : oslo.no.eu.undernet.org 6667
Connecting...
Unable to connect : java.net.UnknownHostException : oslo2.no.eu.undernet.org
Connecting...
Logging in...
-- *** Looking up your hostname
-- *** Checking Ident
-- *** Couldn't look up your hostname
-- *** No ident response
-- *** Your ident is disabled or broken, to continue to connect you must type /QUOTE PASS 10302
So... no idea what to do with that.
Critias
Apr 12 2008, 04:08 PM
My gripe aside, I certainly don't mind the game. I just feel they underpowered ranged weapons, to an extent. Especially for an RPG, where often "range and firepower" are the only advantages a tends-to-be-small gaming group can have against tends-to-be-larger groups of opposition.
A boltgun, for instance, does 1d10 + 5 damage. My gaming group's Imperial Guardsman starting character, as of yet without any special abilities to bolster this damage (and without yet spending any XP on enhancing his strength, without any combat upgrades on the weapon like mono-edged, etc), does 1d10 + 5 with a one-handed axe.
The reason for it is simple, they were concerned with game balance, I'm certain. Boltguns (and lasrifles, and all sorts of similar fun stuff) has very nice options for burst fire and semi-automatic fire and full auto fire and all that fun stuff. I LIKE their rules for autofire and suppressive fire and all the rest, don't get me wrong. I like them quite a bit, in fact.
BUT...the fact remains, we're talking about a .75 caliber exploding round, here.
And, just as much as that issue (comparing what should be truly devastating-per-shot ranged weapons to melee combat), is the overall damage issue. Again, for game balance reasons (to keep parties from being wiped out, I'm sure), all around damage is kind of...well...low.
Half the "default mook" type of schmucks from the back of the book -- nameless, faceless, grunt-trooper NPC types -- have a good 5-6 points worth of damage resistance built in. Considering it takes a solid 8-10 adventures before any character of any archetype (oh, and yes, this IS very much a class-based system) is trained in how to use bolter weapons, most of your boys are gonna be toting las weaponry around for a good long time. Most las weapons do 1d10 + 2. Simple grunt schmucks in my last game were regularly taking 5-6 shots just to reduce to 0 wounds (at which point you
start rolling critical effects, normally needing a good 3-4 more shots before they dropped).
It just makes guns take quite a back seat, to me, which I dislike. There are ammo options that can bolster it a bit, and aforementioned autofire and whatnot that help it hold it's own -- but it feels silly to me that a normal human can take 4-5 square shots to the face with a sniper rifle, and not drop.
So a little tweaking may be in order.
swirler
Apr 12 2008, 05:33 PM
I've been going to get it but instead bought my 5th print copy of SR4
gotta have priorities

we've been playing WFRP though and its similar
I'm interestead in seeing what fantasy Flight Games does with both games since they are now taking it over
DTFarstar
Apr 12 2008, 06:10 PM
Yeah, seems like they overcompensated on the balance aspect. I mean, I can see Space Marines and Chaos Marines and whatnot needing several shots to drop, but unaugmented Guardsman? I'll have to think about it. Not that I have the disposable income right now anyway. Migraine + school != job, ya know? I think trying to balance all the options got them where they are. Probably would have served them better to do it more SR4-like and make close combat have insane damage potential, but have firearms have less damage potential but still be deadly.
One thing I am excited about is the announcement of a WH40k MMO, though I fear that in attempting to balance all the possible classes and pathways they will nerf some thing down into unbelievability. Sounds like they did something similar here. What are all the archetypes? With the class segregation in the universe I'm not surprised they went that way with it. I mean, obviously, Imperial Guardsman is one. What else? Most of what I know about WH40k comes from Dan Abnett's Gaunt's Ghosts series or books about the Space Marines. The gap in power between a Space Marine and an Imperial Guardsman is so great I can only assume if Imperial Guardsman is a starting class SM is a prestige(or advanced or whatever they call it) class later on.
Chris
PBTHHHHT
Apr 12 2008, 06:52 PM
Ah, in one of my gaming groups, we're going to start a WH40K game in June, once one of the guys gets back from overseas. Doing the character creation all via rolls was crazy and hilarious, some of the oddest combinations.
Fix-it
Apr 12 2008, 07:09 PM
QUOTE (Critias @ Apr 12 2008, 10:08 AM)

My gripe aside, I certainly don't mind the game. I just feel they underpowered ranged weapons, to an extent. Especially for an RPG, where often "range and firepower" are the only advantages a tends-to-be-small gaming group can have against tends-to-be-larger groups of opposition.
A boltgun, for instance, does 1d10 + 5 damage. My gaming group's Imperial Guardsman starting character, as of yet without any special abilities to bolster this damage (and without yet spending any XP on enhancing his strength, without any combat upgrades on the weapon like mono-edged, etc), does 1d10 + 5 with a one-handed axe.
The reason for it is simple, they were concerned with game balance, I'm certain. Boltguns (and lasrifles, and all sorts of similar fun stuff) has very nice options for burst fire and semi-automatic fire and full auto fire and all that fun stuff. I LIKE their rules for autofire and suppressive fire and all the rest, don't get me wrong. I like them quite a bit, in fact.
BUT...the fact remains, we're talking about a .75 caliber exploding round, here.
that is, as they say.. "Farked up"
aren't bolts supposed to be gyrojet 30mm grenades? that should be able to fark up just about anything.
Wounded Ronin
Apr 13 2008, 08:10 AM
No, see, ranged weapons do dinky damage because Wh40K was written by Europeans, who load 9mm instead of .45.
ZING!!!!
Shrike30
Apr 13 2008, 05:14 PM
Depends on the boltgun. Basic bolters/bolt pistols fire a .75 caliber (about 19.05mm) gyrojet, which (per fluff) packs an armor-piercing tip and a mass-reactive explosive charge (IE, it explodes just after hitting something and slowing down, which should cause it to detonate inside of a target, just in case a 19mm hole wasn't big enough). Heavy bolters (the boltgun equivalent of a machinegun, but keeping in mind that we're talking about a weapon that nromally requires a 2-man crew of normal humans to drag around and use, and is nicknamed a "backbreaker" because of the weight and recoil) fire a 1.00 caliber gyrojet (25.4mm) with similar design features (and I don't even want to imagine how bulky and heavy any amount of ammo for something like that is).
They're not grenades... they'll put a fist-sized hole in concrete when they hit, but they're much closer to what SR4 considers an explosive round. Fragmentation from a boltgun impact can happen, but it's not their primary mechanism of injury.
A note about the game: my understanding is that the studio that made the new 40k PnP has decided to discontinue the line (including not publishing the two other core books they'd intended to publish, focused on Marines and Xenos, while the first was focused on basic humans/Inquisition types) and put their efforts into novels. Not sure if that was due to poor sales or some administrative silliness, but the last I'd heard, it's an unsupported game. More info about that
here.
SuperFly
Apr 13 2008, 06:45 PM
QUOTE (DTFarstar @ Apr 12 2008, 10:45 AM)

EDIT: Superfly, I know little to nothing about IRC, but the chat on the website just
Connecting...
Unable to connect : java.net.UnknownHostException : oslo.no.eu.undernet.org 6667
-- *** Your ident is disabled or broken, to continue to connect you must type /QUOTE PASS 10302
So... no idea what to do with that.
Easily solved... just do exactly what it says. Cut & Paste or manually type in '/quote pass 10302' or whatever the new string of numbers they give you is. This happens from time to time with IRC servers, but just follow the given directions and it will handle the rest. All commands are handled by pre-fixing the line with a '/'.
If it tells you your nickname is already in use, try picking a new nickname with the /nick command.
If there's still further confusion, here is a useful link with basic IRC commands:
http://s-run.com/forums/index.php?topic=55.0Hope this helps!
Cthulhudreams
Apr 14 2008, 06:10 AM
Yeah, I heard they cancelled the game. Alas.
Synner667
Apr 14 2008, 07:16 AM
Very bizarre situation - spend years developing a game, release it and kill the product before it's even released properly.
Now all I need is one of the limited edition copies for my collection >sigh<
Grinder
Apr 14 2008, 09:03 AM
QUOTE (Cthulhudreams @ Apr 14 2008, 08:10 AM)

Yeah, I heard they cancelled the game. Alas.
The license had been bought by Fantasy Flight Games.
PBTHHHHT
Apr 14 2008, 10:18 AM
Aye and Fantasy Flight games are releasing new products that should be coming out soon.
Long Live the Emperor!!!
Our game is going to have 2 imperial guardsmen, an assassin and a psycher, the first three are from feral worlds, the last one is from an imperial world, all from the random roll generation.

Gonna be kinda interesting.
DTFarstar
Apr 15 2008, 12:21 AM
Sounds awesome.
Chris
Therumancer
Apr 15 2008, 01:01 AM
A few comments:
#1: I tend to think that the hand to hand bias in the book is largely due to what your dealing with for characters. Especially at the starting level. The "Cool" stuff was intended to be handled in later books and this kind of set the baseline for it.
In general there are numerous jokes in the 40k community about Lasguns being basically "Flashlights". Where on the other hand most of the melee weapons are comparitively
high quality. The majority of weapons (especially starting PC weapons) are only effective in the kind of mass fire that doesn't really work in an around the table RPG.
Now granted this can be dealt with by letting the PCs start out a little above the entry level, and letting them carry comparitively better weapons. Instead of Stubbers and Lasguns when they are carrying say Heavy Weapons, Meltas, Plasma Guns, etc... they tend to be more effective. As reinforced by the novels and such.
#2: I hope the "Fantasy Flight" thing comes through because it *IS* a cool liscence and a decent game. I'm mostly famliliar with the novels (having not played the tabletop game), but I'm not holding my breath.
I heard the cancellation was largely becaus of "Black Library" wanting to focus their efforts on the novels and such. Which I guess makes sense as Three Novels takes three writers and maybe one editor and nets roughly as much money (and more sales) than an RPG book which can take an
entire team of people to produce.
Not to mention the fact that PnP gaming is simply in trouble despite what a lot of people want to think. MMORPGs are a big part of it, but then so are publishing costs, and the fact that the efforts of some companies to focus on younger gamers kind of drove people out of the community in general and youth is nothing if not fickled, combined with the fact that the rising prices of books are not something many kids or teenies can easily afford.
Agree with me or not, I understand the logic. We'll see what happens. If worse comes to worse I've got my copy of "Dark Heresy" for my collection.
>>>----Therumancer--->
Fix-it
Apr 15 2008, 03:29 AM
I wouldn't go with anything less than a Hellgun with an under barrel grenade launcher
Critias
Apr 15 2008, 04:34 AM
Right, but the "flashlight" jokes in the 40k community are a result of the overwhelming numerical majority of "MEQ" (Marine EQuivalent) armies, where every member of every squad is superhumanly tough compared to a normal human and wearing some of the best armor available to the entire Imperium of Man. Small arms fire is supposed to pretty much just bounce right off of 'em, that's part of their appeal.
In the actual 40k universe, however, those same "flashlights" are presented to us as the technologically superior equivalents of today's combat rifles (what the media loves to call "assault weapons"), so much so that they're the standard issue of the Imperial Guard, which (don't let the Marine fanboys fool you) does most of the Imperium's actual heavy lifting. It's normally just the backwater Planetary Defence Forces who still rely on your average "backwards" hard-ammo (read: real life rifles) type firearms, because lasguns are so much better.
In a Dark Heresy game, you're going to be shooting those sort of weapons at zany cultists in nothing but robes, hive scum in gang leathers, and feudal thugs in chainmail. Lasguns should be dropping those sorts of assholes by the dozen.
Instead, you've got burly guys going "screw that lasgun, I'm gonna grab my axe and go do some REAL damage!" It's not even the same as some Troll Cyborg with an absolutely inhuman strength doing the same thing in Shadowrun (where it can be partially excused, because he's a Troll and a cyborg), it's just some schmuck with an above-average Strength score (think 4-5 in SR), who's doing more damage than a burst of rifle fire with every swing.
Synner667
Apr 15 2008, 07:10 AM
QUOTE (Therumancer @ Apr 15 2008, 02:01 AM)

#2: I hope the "Fantasy Flight" thing comes through because it *IS* a cool liscence and a decent game. I'm mostly famliliar with the novels (having not played the tabletop game), but I'm not holding my breath.
I heard the cancellation was largely becaus of "Black Library" wanting to focus their efforts on the novels and such. Which I guess makes sense as Three Novels takes three writers and maybe one editor and nets roughly as much money (and more sales) than an RPG book which can take an
entire team of people to produce.
Not to mention the fact that PnP gaming is simply in trouble despite what a lot of people want to think. MMORPGs are a big part of it, but then so are publishing costs, and the fact that the efforts of some companies to focus on younger gamers kind of drove people out of the community in general and youth is nothing if not fickled, combined with the fact that the rising prices of books are not something many kids or teenies can easily afford.
Agree with me or not, I understand the logic. We'll see what happens. If worse comes to worse I've got my copy of "Dark Heresy" for my collection.
And yet, with all the planning they must have done..
..They spent months, if not years, putting Dark Heresy together - only to kill it just weeks after it was published.
Either some really bad project management and development, very bad marketing/pr..
..Or just a very coercive person pushing it through the company to get it done.
Nothing else really explains the waste of time, money and manhours.
Critias
Apr 15 2008, 07:36 AM
QUOTE (Synner667 @ Apr 15 2008, 03:10 AM)

And yet, with all the planning they must have done..
..They spent months, if not years, putting Dark Heresy together - only to kill it just weeks after it was published.
Either some really bad project management and development, very bad marketing/pr..
..Or just a very coercive person pushing it through the company to get it done.
Nothing else really explains the waste of time, money and manhours.
My money's on "bad project management and development."
I mean, the limited edition versions of the book sold out worlwide
six minutes after they were put on sale. If that's not an indicator that a game is highly anticipated and likely to sell well, I don't know what is.
DTFarstar
Apr 18 2008, 02:05 AM
I would appreciate it if you guys would keep me updated, I am trying to decide whether or not to purchase this system.
Chris
TonkaTuff
Apr 19 2008, 03:04 AM
Fantasy Flight Games (who got the license from Black Industries) is, for now going ahead with their support of the system. The first supplemental rulebook (The Inquisitor's Handbook) and an adventure book (Purge the Unclean) have already been released to the European market, with a projected North American release sometime later in the month or in early May. They've finally gotten around to setting up the game's official site here:
http://www.fantasyflightgames.com/dark-heresy/
SuperFly
Apr 19 2008, 04:09 PM
That's good news.
Fix-it
Apr 22 2008, 12:24 AM
I just learned my local group will be trying this game this summer. Will post review, although from glancing over the book I find the "ranged combat is weak" complaints somewhat unfounded. perhaps it was just "shit happening"
Critias
Apr 22 2008, 04:20 AM
How so?
When I've got an everyday mook taking multiple called shots to the unarmored head from a hunting rifle and not coming close to dropping from it, in my opinion, something is wrong.
Velocity219e
Apr 22 2008, 11:20 AM
the most pressing question I feel is can I be a space marine... or a genestealer... (even if the roleplaying opportunities were limited)
Critias
Apr 22 2008, 02:39 PM
No, and no.
Or, rather, "not yet" to both. The only book(s) out so far are for the core game, which is based on being a member of an Inquisitor's Retinue. There are GM rules for creating Xenos of various nastiness, and one of the adventures has an NPC Marine in it (from which you can get an idea for just how badass they are) -- but there's no rules out for either, as of yet.
imperialus
Apr 22 2008, 05:01 PM
I've actually been toying with an idea for a Space Marine campaign. I'll crosspost it here from the FFG forums. There is a pretty good fan made SM supplement
http://vidzup.com/ here that I'll probably modify for my use.
QUOTE
So I just finished writing a final and came home. Figured I'd watch some TV to unwind. Robotech was on and for some reason it just clicked with the whole Logans world idea from Rogue Trader and gave me a crazy idea for a 40K campaign. Even better it would be a way to work Marines into the game as PC's.
Now I'm assuming that Space Marine chapters are constantly splitting and new ones are created on a fairly regular basis. Not every chapter survives, there are constant stories of dead chapters, new chapters need to be created to replace them.
Now the way I'm thinking this happens is this:
All chapters crusade. The Black Templars are best known for this but they all do it. They also rarely do so as a full chapter. They'll send a company or two, a few squads from first company and stuff like that but not the entire chapter. The main chapter continues to produce new recruits and if a crusade is particularly long eventually the crusading portion of the chapter begins to do the same, just to replace their losses. Gradually however both the chapter and the splinter begin to grow. The splinter eventually become large enough that their chapter banner is returned to their old homeworld and they create their own chapter.
Now the first task of these new chapters is to secure a homeworld. It is a sort of test, a life and death coinflip for the new chapter. Sometimes they find worlds that are easily pacified and offer excellent recruits but other times they encounter hostile forces that destroy them completely. Chapters will often spend decades or even centuries conquering their homeworlds. This is because they must do it completely on their own. They can have no support from the Imperial Guard, other marines, the navy, the inquisition, no one. They lay claim to a single planet anywhere in the Imperium, conquer it and claim full responsibility for it. Unless the chapter itself become suspected of real heresy or corruption itself they're on their own, and if they are suspected of heresy the Imperium is coming to wipe them out too.
Now lets say the PC's are members of a brand new (100 or so years old) chapter. They have recently reached their new homeworld and commenced the assault on it. It's largely human populated but it's completely dominated by something. It doesn't matter what that something is, xenos, chaos, even an massive genestealer cult that is keeping human civilization alive on the planet as a food source. Whatever flavour of baddie you want.
Now the game begins as the PC's participate in a disastrous assault on the planets surface. The assault fleet is blown apart and the marines are scattered across the surface of the planet. The PC's are new recruits. They can either be scouts or newly promoted from scouts. Their dropship lands/gets shot down far away from any surviving comrades.
The basic premise would be that it's up to the PC's to track down other survivors, rally any scattered resistance groups and topple the enemy dominance of the planet with nothing but their bolters and their wits. The planet itself has a kind of mad max post apocalypse feel with scattered groups of humans eeking out a living and trying as best they can to keep their heads down. They don't know anything about the Imperium apart from a few scattered legends spread by rogue traders and stories past down over generations. The enemy dominates their lives and quells most resistance making much of the population itself hostile to the Marines.
The cool thing about this is it really lets the players be the stars and IMO that's what a good RPG is. The PC's get to affect the course of their chapters development in its earliest stages letting it adopt aspects of their personalities, their decisions could affect the weird 'quirks' that every chapter has. This is the one thing that's normally missing in DH. The PC's can't make a difference in a normal game of DH. The 'new chapter' idea however ties them intimately to a single world and by having the rest of the Imperium take a hands off approach it allows them to control their own destiny. It could let them rise up the ranks of their new chapter over the course of the campaign and eventually conclude with them taking the helm of the chapter.
The biggest difficulty I see in this is figuring out how to supply the PC's. If it was a 'traditional' outcast world in the Imperium the tech level would suck ass. While it might be cool to have the PC's destroy a bunch of axe swinging barbarians but what will they do when the run out of ammo? What kinds of marines don't own power armour? While you can keep that going for a while by having them come across scattered drops of destroyed ships, dead comrades and the like you can't keep going like that forever.
One possible solution I could see is having them not completely cut off from the Imperium. The Tech Priests of Mars and their parent marine chapter do help them out with supply drops and some technical assistance but they do not intervene in the fighting. As they reach progressive 'stages' of the campaign and become more self sufficient themselves their contact with the rest of the Imperium slowly increases. For example, once they start gathering their own recruits and providing them with their geneseed they might get a shipment of power armour to equip them. The shipments might begin as drops of ammunition and other bare essentials delivered by daredevil rogue traders willing to dodge orbital fire to reach a hot LZ while eventually entire shiploads of goods will be delivered on landing strips controlled by the PC's.
Anyhow, I've rambled on long enough. I mostly wanted to write this down so I wouldn't forget it. Comments, advice, criticism, and yoinking are all welcome.
Wounded Ronin
Apr 22 2008, 05:42 PM
That sounds like a compelling idea but it would take a very long time to take over an entire planet. It would require a lot of long term planning on the part of the GM, and maybe a detailed planetary map to use so that the PCs can take over bit by bit. It's too bad the Mars has already been "used" by the Wh40K world.
imperialus
Apr 22 2008, 06:21 PM
But that's why taking over the planet would be the entire focus of the campaign. The PC's would start as some of the few survivors and eventually become high ranking members of the chapter. One of them might even become the chapter master.
There is also the beauty of being able to handwave the passage of time. You could for example say:
"Six months pass as you train the villagers in guerrilla warfare. In the meantime, a shipment of Laz weapons and Flack armour arrives to equip them. The baddies tracked the landing craft however and shortly after receiving your new equipment a *rolls on encounter table* unit of their army shows up to investigate. After the firefight you have a fairly secure home base. Now what? You've heard rumors about an ancient vault used as a supply depot for another chapter years before the invasion. It likely has more advanced repair and maintenance facilities than you have, possibly even a few suits of power armour and maybe some real armoured vehicles. The same rumors also say it is protected by an impenetrable network of automated defenses and servitors.
Wounded Ronin
Apr 22 2008, 06:25 PM
Right, I see how the handwaving would simplify things. If it were me I wouldn't have thought of that and tried to run all the combats as tactical exercises and then I guess it'd morph into Wh40K rather than Wh40K the RPG.
imperialus
Apr 22 2008, 06:38 PM
QUOTE (Wounded Ronin @ Apr 22 2008, 12:25 PM)

Right, I see how the handwaving would simplify things. If it were me I wouldn't have thought of that and tried to run all the combats as tactical exercises and then I guess it'd morph into Wh40K rather than Wh40K the RPG.
Probably what I'd do is use a system similar in concept to the one put forward in D&D's Heroes of Battle and base the outcome of a battle on specific victory points that the PC's may or may not receive based on their actions. I wouldn't even have to stat out their allies or the bulk of the enemies. They're just background noise.
For example in the above mentioned assault on the village that's been supporting them.
1 VP is awarded if the PC's somehow spot the incoming attack and order preperations for it.
1-2 VP's are awarded if their preparations (even just overall plans for the defense of the village) are particularly ingenious.
1 VP is awarded for every significant enemy killed by the PC's
2 VP's are awarded for each 'wave' pushed back (kill 4-5 mook enemies)
3 VP's are awarded if they manage to kill the enemy commander.
1 VP is awarded if the PC's defend the bridge into the town for at least 5 rounds.
2 VP's are awarded if they prevent the enemy from gaining access to an important location, bunker, barracks ect.
If the PC's get X (probably 6-7) or more VP's then the battle is a clear victory. They've taken minimal casualties and have decimated the enemy forces.
If the PC's get between 3 and 6 VP's then it was a phyric victory. They've taken heavy casualties and many enemies escaped to spread news of their strength. They'd better convince the villagers to pack up and move pretty quickly.
If the PC's get less than 3 VP's it was a total rout. Their support structure in the area is decimated and they're going to need to start over again. Rumors begin to spread that if the locals associate with the 'space soldiers' they'll suffer for it.
If you want you could still handwave the entire battle, simply assuming that the PC's win but I think a few 'random encounters' that htey actually have to fight through would be useful to spice things up and keep the PC's on their toes. The VP system lets the attention remain on the PC's though.
Edit: Heck you could even steal from the old Epic 40K PC game Final Liberation and run the entire campaign on a VP system. Each random encounter style adventure (like the assault on the village) is awarded a value 0 for a failure, 1 for a partial success and 2 for a full success. Use that as a benchmark to be able to abstract how much of the planet they control. If it's an important mission like the assault on the vault then award them 1 for trying 3 for a partial success (they take the vault but damage some equipment in the process) and 5 for a complete success. You could even use this as a scale to determine what kind of supplies they'll have access to through incoming shipments.
For example, if you have 4 or 5 'planetary' VP's that opens up the possibility of getting shipments of basic weapons and some personal armour. Maybe even a few light vehicles. 10 or so lets you start shipping in bolters, missile launchers and APC's. 25+ and you can start training your own marines and get the facilities to implant geneseeds and some scout armour. The list can go on depending on the pace of the campaign and the capabilities of the PC's for as long as you want.
Edit 2: Maybe I'm getting carried away here but if you want, you could even have the PC's create secondary characters out of their resistance group. If things are slowing down for the Marines a bit you could run a sub campaign from the point of view of the locals. It'd be lower power level but it would let the players explore the world from a different perspective and do things like diplomatic jobs with other villages, reconnaissance, sabotage and other work that requires a lighter touch or blending in, stuff that Marines don't typically excel at.
imperialus
Apr 23 2008, 07:13 PM
Here's the first draft of the player handout for the planet itself. NewChapter is a placeholder name for whatever chapter name the players or myself eventually come up with.
CLASSIFIED VERMILLION A43: Copies provided to the Administratum Xenos, Officino Planetarium, and the NewChapter.
KAYAN
Kayan was once a vibrant Imperial world with a highly productive economy and several valuable trade networks with other worlds in the sector. Unbeknownst to Imperial agents on the planet however there was a significant Genestealer cult operating at the highest levels of the planetary government. The Magus succeeded in drawing the attention of a Tyranid Scout Fleet during the invasion of Hive Fleet Behemoth. Planetary defence forces engaged the attackers but were betrayed from within by the Genestealer cult. Despite being overwhelmed, the PDF was able to damage or destroy nearly all of the warp capable vessels in the fleet. Arbites formed a rallying point and defences among loyal units were co-ordinated. It is believed that human resistance continues to this day. Interestingly there is no evidence of extermination of human population that typically carried out by Tyranids. It is theorized that due to the isolated nature of the Scout Fleet the Hive Mind realized it was trapped and began using the planet as a permanent food source while it gathered strength. The planet is classified as Quarantined by the Ordos Xenos. It presents no threat to neighbouring assets and the resources required to retake the system or perform exterminatus are not justified.
<<<Recent Addition to File>>>
Recently the NewChapter, a new founding chapter descended of the Ultramarines has requested permission from the High Lords of Terra to return the planet to Imperial control on the condition that they are permitted to lay claim to it as their homeworld. The Ordo Xeno of the Inquisition has challenged the petition on the grounds that the unusual behaviour of the Tyranids requires further study. The Inquisition measure was defeated by the Ecclesiarch of the Adeptus Ministorum, the Grand Provost Marshal and the Lord Commander Militant on the 89,438th public debate of 41M. During the same debate the approval was given to the petition of the NewChapter and Kayan was officially struck from the Imperium registrars and declared the independent and sovereign territory of the NewChapter. The Inquisition was given 10 years to study the behaviour of the Tyranid forces on the planet before handing it over to the NewChapter. An interesting development was noted. It appears that the Tyranid Hive Mind has fragmented into two, possibly three separate entities. There is evidence of conflict among the Tyranid forces and the colour patterns on the xenos suggest further division.
GALACTIC POSITION: 94-72/SU/SE
CLASS: Quarantined World. Tyranid invasion.
POPULATION: estimated at 10,000,000. Last available census in 578M41 claimed 9,000,000,000
CLIMATIC PHENOMENON: Temperate climate, located approximately 1.1 AU from nearest star. Approximately 70% of the planets surface is compromised by light to heavy radioactive fallout.
OCEANS AND CONTINANTS: 6 continents and 4 major oceans.
GOVERNEMENT PRESENT: Planet is xenos infested and a Genestealer cult dominates most human affairs. Tithes of animal and plant material are gathered from human settlements and if they are insufficient then sacrifices from among the population are demanded as well. There appears to be a human resistance group operating on the northern continent. Orbital images suggest they are the descendents of the Arbites and loyal PDF forces. Planet is classified as XH, Non Tithe Paying by the Officino Planetarium of the Administratum.
FriendoftheDork
Apr 23 2008, 11:25 PM
I've played it, and I like it pretty much. The setting is fun, and the rules are OK, if not as good as SR. I don't much like how easy it is to get damage reducution in the game that can cause most attacks to become harmless, especially when it's so damn hard to hit in the first place! An average untrained human only has 45% chance to hit with a gun at point blank range! (3 meters or less).
Lasguns are fairly weak in this game and the only reason it is ubiquitous is the fact that they are fairly cheap and the ammo is rechargeable. My Scum character (Smeg) with 45% ballistic skill still manages to be quite effective using an autogun (assault rifle) on full auto and able to kill most NPCs in one burst, so it's not that bad in practice. Out fairly inexperienced team (about 600-1000 xp) managed to take on 16 Aliens by ourselves with the liberal use of autofire and grenades after all.
And yeah Space Marines are all but invulnerable, they're supposed to be.
My gripes with the system:
1. Toughness bonus is too good, IMO it should only be applicable to less than lethal weapons (unarmed or blunt damage) and not to knives and bullets.
2. Base chance to hit or succeed on skill checks is too low, and the cap of +30% bonus or penalty means that using autofire on close range after aiming is still not better than the point blank bonus to begin with.
3. The class system, while new and interesting, means that character are stuck in the class they began with. My scum will always be a scum and can never learn certain things no matter what - a system of "multiclassing" should exist.
4. Some weapons have too low damage to begin with and are too hard to increase their damage through skill and training.
Apart from this though, the system is generally good and the changes from WHFRPG are well thought out. I hope my GM will find time to play more soon.
Critias
Apr 24 2008, 02:01 AM
Don't forget you can train outside your class/archetype. It's under "Elite Advances," page 42-43.
It's expensive (costs extra xp) and requires GM approval, but if there's a story-based reason for your Scum to learn something a Priest or Guardsman should have, there's a way to let it happen.
imperialus
Apr 24 2008, 07:17 PM
Overall I'd say the system is fairly robust. Sure it has issues. Close combat can become much more powerful than ranged combat if a character builds for it but no system is perfect and DH offers some interesting opportunities for a variety of different archtypes. It's more ridged than Shadowrun but at the same time more flexible than a pure class based system.
Wounded Ronin
Apr 25 2008, 01:44 AM
You know what would be fun, if only once? Having a situation where a small group of PCs is swarmed by about 100 hostile NPCs. However, the PCs have the ability to call in artillery support or orbital strikes or something like that. So it would be kind of like a game of chess with the PCs manuvering to avoid being overrun while at the same time calling in giant explosions on groups of enemies that are safely far enough away. When they survive they'd have a body count of epic legend for something that was actually rolled out instead of handwaved.
Critias
Apr 25 2008, 04:39 AM
I'll be doing something (vaguely) similar at Gencon, actually. Two of the four games I'm running are some heavily home ruled (in terms of character creation) "Space Marine Scout" games, where the PC's will be an 8-strong team of Scouts, alone on an Ork-held planet, out to plant a Teleportation Homer to get the Chapter's Terminators to show up and cleanse the Warboss and his retinue, etc, etc.
I've got Planetfall totally scripted and ready to go, and that's it -- how they get to the Warboss's camp, how many Orks they kill on the way there, all that good stuff, is pretty much wide open. I'm going to bring my buddy's 2000+ painted Ork army, to feed at them in chunks as large or as small as their decisions dictate. It should be a good time (twice).
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.