Warhammer 40,000: Kill Team

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Re: Warhammer 40,000: Kill Team

Postby spitfyre » Thu Feb 05, 2015 10:33 pm

For sure, Tau piss me off SO MUCH. 40k was and still is the only time I side with the main empire and not the rebels :P. I have dabbled in chaos space marines a bit too. Ive done a small space marine vs tyranid game with like different missions and stages and levels and stuff. I had a lot of fun with it :P

of course I was into warhammer before 40k came out, but thats a whole different story.
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Re: Warhammer 40,000: Kill Team

Postby Phoenixcz » Thu Feb 05, 2015 10:40 pm

Don't take it as a critic, as I said, it was just a small (ok, big) nerdy part of me :) I know many planets are pretty variable from "baseline"...that's to be expected, there is about a million of them

I'm a big fan of 40k, though I've never actualy played it (it's kinda hard to find anyone to play with here, plus the models aren't exactly cheap). So mostly lore, novels and video games. And fan conversion of d20 modern rules for 40k PbP, because there'sno real reason to buy Dark Heresy if I won't find anyone to play it with (living pretty much in the middle of the nowhere). (nerd alert!) I'm mostly a fan of IG and "normal" Imperial organisations, not so much of Space Marines

As for Tau...I remember the snippet from Dawn of War: Dark Crusade, where there was a mention of concentration camps for maladjusted "citizens" and forced sterilisation (because everyone loves some nazis)
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Thu Feb 05, 2015 11:26 pm

DomJoe Wrote:1. Spirit attribute upgrade, becomes d10
2. New skill: Stealth
3. Persuasion and Stealth increase to d10 and d6 respectively
4. New Psyker Power: Detect Tyrnanids


Approved

Phoenixcz Wrote:1. agility to d12 (reaching almost superhuman levels...Slaanesh likes them fast and nimble)
2. New skill: Knowledge at d4
3. Increase Fighting and Stealth to d12 (ninja!)
4. New Edge: Quicker then the eye: You can't outrun a bullet...but you don't have to stand in the front of a barrel when the trigger's pressed. Can use parry value against ranged attacks as long as she doesn't wear restricting armor or clothes and is aware of the attacker. Doesn't work against area attacks and automatic fire. Can't react to attacks from multiple directions at once (not sure if balanced)

New weakness: Whispers of Slaanesh: must pass a Spirit check to restrain herself from actions which would offer a quick thrill/new sensations, even if they would be harmful to herself. Either GM will when to roll, or I'll roll myself at the start of my post, if I decide situation demands it. If the check succeeds, Ash can act normally, otherise she would do whatever feels like "good" idea at the moment, regardless of consequences

Thinking about picking up some (chaos-tainted) psyker powers in the future...we'll see


The stat increases are approved, however the edge is problematic. Parry is specifically used as melee defense in the Savage Worlds core rules. Its mostly used to represent the opposed skill of two combatants since it is derived from a characters fighting skill. I have read a Star Wars fan conversion that allows parry to be used against blasters but that's more to fit for that setting and within the 40k universe I'm not sure that makes much sense.

That being said I can offer an alternative from the rulebook, Dodge, –1 to be hit with ranged attacks. While the the -1 might seem fairly small bear in mind common enemies use only a single die to make attacks as single shots, and for automatic fire there are multiple shots which take the -1 in addition to the normal -2 for auto fire meaning common soldiers with a d6 have to roll 6's to hit for autofire and 5's to hit with normal shots. More skilled combatants still have a fair chance to hit but every penalty you can stack on helps especially when you have no armor. In addition there is an improved dodge edge that you may take later to gain a -2 to all incoming ranged attacks.

KnightVanilla Wrote:1. New Skill: Tracking D4
2. Increase: Tracking to D6 and survival to D10
3. New Edge: Surgical Precision- Using her knowledge on on medicine and the biology of humans and aliens alike. Selena knows what parts of a body to shoot to receive crippling results. (Bonus to shooting with more precise weaponry. Not including Flamers, plasma, melta, and launchers. Bonus only applies to Las, solid, bolt, and melee weapons.)
4.Increase Attribute: Agility to D8


Stat increases are approved, The new edge effects are slightly too vague however you could change the effect to improve targeted attacks. Normally when striking specific limbs you take a penalty but with that edge you could reduce or eliminate some penalties depending on what your targeting.

KnightVanilla Wrote:Just realized even as we upgrade our characters will their be chances to improve our gear?


If you can find it within the adventure then you can keep it. Most of you have been to busy trying to reach objectives or stay alive to seek out new equipment but if the opportunity presents itself I encourage you to take what you can. For example I wrote that the Valkyrie your character is currently in has two door mounted heavy bolters if you feel like you can lug around a giant automatic weapon. You just need to find the time to remove it from the door and find a way to carry the thing around.

exalted Wrote:Character sheet edited


Could you please list the changes you made so I can make sure all the advances are correct?



Also as a note to everyone in case it wasn't clear I'm not a puritan when it comes to 40k lore, as long as its not something that breaks the universe I'll generally allow it assuming minor inconsistencies can usually be explained in some way.
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Re: Warhammer 40,000: Kill Team

Postby exalted » Thu Feb 05, 2015 11:32 pm

Spirit D10

Persuasion to d10 and Stealth d6

Fighting D10

Shooting d10

Hindrance:
The Devil on her shoulder: Since her capture, whenever Rosette gets angry she starts to hear a little voice encouraging her to go even further, to lash out and destroy. (When made angry Rosette must test her willpower or lash out violently.)
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Thu Feb 05, 2015 11:37 pm

exalted Wrote:Spirit D10

Persuasion to d10 and Stealth d6

Fighting D10

Shooting d10

Hindrance:
The Devil on her shoulder: Since her capture, whenever Rosette gets angry she starts to hear a little voice encouraging her to go even further, to lash out and destroy. (When made angry Rosette must test her willpower or lash out violently.)



Thank you, that's a lot easier to keep track of than paging back and forth between two sheets to double check any changes. Approved.
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Re: Warhammer 40,000: Kill Team

Postby KnightVanilla » Thu Feb 05, 2015 11:42 pm

Okay then also as for any edges I add they will be purposely vague as I see that you can give me what I want with that vague description. That and since you are the gm it works out so any edge I make won't be over powered pr under powered also yes those details seem right for the edge.
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Re: Warhammer 40,000: Kill Team

Postby Phoenixcz » Thu Feb 05, 2015 11:52 pm

KnightVanilla Wrote:Just realized even as we upgrade our characters will their be chances to improve our gear?


Ash uses (well, used) plasma pistol she's got from some pile of dead rebels

Hazard1325 Wrote:The stat increases are approved, however the edge is problematic. Parry is specifically used as melee defense in the Savage Worlds core rules. Its mostly used to represent the opposed skill of two combatants since it is derived from a characters fighting skill. I have read a Star Wars fan conversion that allows parry to be used against blasters but that's more to fit for that setting and within the 40k universe I'm not sure that makes much sense.

That being said I can offer an alternative from the rulebook, Dodge, –1 to be hit with ranged attacks. While the the -1 might seem fairly small bear in mind common enemies use only a single die to make attacks as single shots, and for automatic fire there are multiple shots which take the -1 in addition to the normal -2 for auto fire meaning common soldiers with a d6 have to roll 6's to hit for autofire and 5's to hit with normal shots. More skilled combatants still have a fair chance to hit but every penalty you can stack on helps especially when you have no armor. In addition there is an improved dodge edge that you may take later to gain a -2 to all incoming ranged attacks.


That's what I thought. I don't know Savage Worlds system, I just used Parry value as an easy way to represent dodging out of line of fire before the shot goes off, not any way to deflect bullets and lasers. I'll think about that
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Re: Warhammer 40,000: Kill Team

Postby Gorbaz » Fri Feb 06, 2015 1:50 pm

Just a quickie - Faye agrees with Selena's descision, but feels she doesn't have to say anything. She's not a tactician, so skip me having to put anything in this time :D

EDIT: Chosen my upgrades. They are:
Shooting - D4 > D6
Fighting - D12 > D12+1
Edge - Furious Charge (work out what it does later :P
Survival - 0 > D4
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Re: Warhammer 40,000: Kill Team

Postby spitfyre » Sat Feb 07, 2015 8:23 am

Just curious, did the memory wipe actually take? or do I remember nothing. Cuz if so I gotta rethink my plan of action.
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Sat Feb 07, 2015 5:53 pm

Gorbaz Wrote:Just a quickie - Faye agrees with Selena's descision, but feels she doesn't have to say anything. She's not a tactician, so skip me having to put anything in this time :D

EDIT: Chosen my upgrades. They are:
Shooting - D4 > D6
Fighting - D12 > D12+1
Edge - Furious Charge (work out what it does later :P
Survival - 0 > D4


Alright that looks good, for furious charge I'd probably say on a charge you strength is counted as 1 die higher than normal meaning more damage if you do impact with them.

spitfyre Wrote:Just curious, did the memory wipe actually take? or do I remember nothing. Cuz if so I gotta rethink my plan of action.


No, just about every assassin cult trains their warriors to resist mental tampering. In the 40k world machines are often prone to failure and while the Heretek might believed he was successful in altering your mind he was not and you retain full control.
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Re: Warhammer 40,000: Kill Team

Postby spitfyre » Thu Mar 12, 2015 10:33 am

You forgot to post for me... but I am assuming I killed him and am seeing Alanis appear down the corridor?
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Thu Mar 12, 2015 6:53 pm

I didn't forget, I just combined the two since both of your characters were going to meet. I figured it would be better to give you more control over how you choose to introduce your character.
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Re: Warhammer 40,000: Kill Team

Postby spitfyre » Fri Mar 13, 2015 6:58 am

oh ok
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Re: Warhammer 40,000: Kill Team

Postby exalted » Mon Mar 23, 2015 11:34 pm

So are we still going with this?

Been 2 weeks since the last GM post.
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Re: Warhammer 40,000: Kill Team

Postby Phoenixcz » Tue Mar 24, 2015 2:10 am

I hope not, it would be a shame to have it end, the RP is slow, but steady
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Tue Mar 24, 2015 4:20 am

I've been sick for the last half week so I apologize for delays, I'm looking to get the next post up in one or two days.
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Re: Warhammer 40,000: Kill Team

Postby spitfyre » Tue Mar 24, 2015 5:09 am

See? there is always a good reason :D Just need to be patient
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Re: Warhammer 40,000: Kill Team

Postby Phoenixcz » Tue Mar 24, 2015 3:58 pm

That happens to everyone, but still, good to know :)
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Re: Warhammer 40,000: Kill Team

Postby Hazard1325 » Mon Mar 30, 2015 6:07 am

I apologize for further delays but my post was eaten by the forum and I really can't stay up writing a new one.
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Re: Warhammer 40,000: Kill Team

Postby exalted » Mon Mar 30, 2015 10:54 am

Eh, we all understand stuff happens, no need to apologise.
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