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Messages - schlaghund

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1
Apocalypse World / ANGEL: Sixth Sense + Healing Touch
« on: March 20, 2017, 06:19:25 AM »
Hi all.

I don't know if this has been discussed before, if so, please excuse me and point me to the corresponding thread.

I was just thinking about the combination of the Angel moves Sixth Sense and Healing Touch.

Sixth Sense allows the Angel to roll+sharp when opening her brain to the psychic maelstrom and Healing Touch allows her to heal someone by opening her brain to them.
I know that by the letter of the rules, opening your brain to someone is not the same as opening your brain to the psychic maelstrom, but as an MC I would still allow an Angel with this combination of moves to roll+sharp when using Healing Touch.

What do you guys think? Would this make things too easy for the Angel player and the group as a whole, as this would surely increase their survivability?

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The Regiment / Re: Colonial Marines: Gunner
« on: November 26, 2014, 09:16:16 AM »
Your moves seem to correspond my needs for the XCOM hack I'm making. Do you mind me borrowing stuff? With credits to you naturally.

Feel free to use anything you need.

A link to your final hack would be nice.

3
The Regiment / Re: Colonial Marines: Gunner
« on: August 17, 2014, 05:31:18 AM »
Any new feedback on the gunner and modified trooper ?
I'll be running a game with them in about 10 days and would like to know if anybody else tried to use them.

You may find the two playbooks here:
https://dl.dropboxusercontent.com/u/26279526/TRCM_Gunner_Trooper2.pdf

(I take no credit for that, I just used the inDesign file provided by John and copy-paste schlaghund's work)

Sorry for the delay in reply…

We played three sessions with the gunner/trooper distinction and it went well.

How was your session? Did you encounter any problems with the modified playbooks?

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The Regiment / Re: The Regiment // Space Marines
« on: May 21, 2013, 09:56:47 AM »
TECHMARINE

o Servo-arm mechanical third arm (5d tight AP).
o Gun Blessing: the Techmarine can roll+TACTICS. On a 10+, he clears all jammed and overheated weapons held by his allies within close range. On a 7-9, he clears them for everyone in close range. On a miss, he suffers 1-stress.
o Mechadendrites: increase the range of all held weapons from tight to tight/close. Also function as a weapon (3d close AP).
o Servitor Drone: you have a nearly-mindless menial cybernetic slave.


I like those, I will add them as they are! *edit* with minor adjustments ;-)

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The Regiment / Re: The Regiment // Space Marines
« on: May 15, 2013, 07:32:10 PM »
Psychic Powers and Librarians

Rename GUTS to NERVE (this was used in the Inquisitor game).
To keep it simple, use NERVE for psychic rolls or replace LUCKY with WARP and use this instead (roll tactics for scrounging then?).

Whenever psychic powers are used and you roll a match, cross one stress and a psychic phenomenon occurs (random table like in GHOST LINES? Steal EVEREYWHERE ;-) ).
Add one optional Librarian move that allows you to ignore or reduce or re-roll the psychic phenomenon.
Add one optional Librarian move that allows you to ignore or reduce (slash instead of cross) the stress received.

Shamelessly steal the Visions of Death move from the AW Battlebabe.

6
The Regiment / Re: The Regiment // Space Marines
« on: May 15, 2013, 07:24:05 PM »
Playbooks

I'm thinking I can save time by reskinning playbooks from Colonial Marines:

Apothecary: healer. Reskin: Medic
Assault Marine: close-combat specialist. Reskin: schlaghund's Trooper
Devastator Marine: heavy-weapons specialist. Reskin: schlaghund's Gunner.
Librarian: psychic marine. Steal moves from the AW Brainer?
Tactical Marine: general-purpose marine. Reskin: Sergeant
Techmarine: augmented marine with cyberware. Steal things from the Synthetic and the AW Synthetic?

Hm… I'd rather use the trooper for Tactical Marine, keep the sergeant as sergeant and completely make up the assault marine.

7
The Regiment / Re: The Regiment // Space Marines
« on: May 15, 2013, 05:51:59 PM »
Whirlwind of Death (Assault Marine Move)
When you assault the enemy and are armed with a sidearm and melee weapon (usually a bolt pistol and a chainsword), your weapons gain the area tag.

Assault Weapon (Tactical Marine Move)
You may replace your bolt gun with an assault weapon of your choice. Options are: Plasma gun, melta gun, flamer, storm bolter (add others as needed, but no heavy weapons).

Targeter Implants (Tactical Marine Move)
Extend the range of your bolter (or other ranged weapon) by one increment (e.g. close/near becomes close/far).

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The Regiment / Re: The Regiment // Space Marines
« on: May 15, 2013, 05:49:09 PM »
Rename Grit to Faith.

Know no Fear (universal move for all space marines)
You start game with 1–Faith. (Optional, the rules below are already making marines better, if you don't use 1-Faith at default, you do not have to change the Black Templars Chapter bonus).
Stress is tracked like in Colonial Marines, six boxes in pairs of two, each pair with an own effect associated (fight, flight, shock), for unaugmented humans (and comparable individuals)!
For space marines: There are six boxes, without any grouping, and no effects attached to them. They still suffer stress (minus Faith), but only once all boxes are crossed they go stress-critical without any effects in between. (This contradicts the Blood Angels' Chapter bonus; change that bonus to: "When you are at 3+ stress, gain +1ongoing to all assault rolls")

Genehanced Post-Human (universal move for all space marines)
When compared to average human physical conditions, a single marine counts as a small group. When fighting human-size targets, you suffer 1 less damage die and deal one additional damage die, regardless of weapon used.


9
The Regiment / Re: The Regiment // Space Marines
« on: May 15, 2013, 05:28:22 PM »
-overheat
I could see a rule like this: "When using a weapon with this tag in an assault or attack move, if snake-eyes are rolled on the dice, the weapon overheats. The wielder takes 1d damage (ignoring Tough) and the weapon needs to cool down before it can be used again."

I was thinking about matched rolls as well, but I would say "any matched failure" triggers overheating.

-reliable
This has to do with Jamming, yes? Since Jamming in The Regiment is more in the nature of a "bad outcome" of failing, I'm not sure I'd want to mess with that just using a weapon tag.

Hm… I think you are right, reliability and jamming would be too detailed for this approach, especially if you need the game quickly.

10
The Regiment / Re: The Regiment // Space Marines
« on: May 14, 2013, 10:22:18 AM »
That's a fantastic idea! Wish I'd thought of it...

If you are interested in collaboration, drop me a note.

11
The Regiment / Re: The Regiment // Space Marines
« on: May 14, 2013, 07:45:49 AM »
My suggestion for creating weapons:

All weapons have a base size (handgun, rifle, heavy), that define default tags. The type then adds/removes additional tags.

Size
Handguns 2d tight
Rifle 3d close/near


Type
Las +reliable +infinite (+quick for handguns)
Auto +spray (+quick for handguns)
Bolt +1d +1ap +spray
Hell +2ap +spray
Plasma  +2d +3ap +reload +overheat
Melta +3d +4ap -range


Examples
So a laspistol would have 2d tight reliable infinite quick
and a boltgun 4d close/near 1–ap spray.


Summary
Some concepts (reliability, infinite/capacity) need clarification and some weapons would slightly deviate from this procedure but I think you can model almost any 40k weapon with this method, including loathsome xenos stuff.

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The Regiment / Re: The Regiment // Space Marines
« on: May 14, 2013, 04:07:22 AM »
General

I will reskin "Grit" as "Faith: Zeal. Reduces stress taken from an attack, 1-for-1."

WEAPONS

Bolt Pistol (2d tight/close)

Bolter Reskin: Pulse Rifle

Hand Flamer (2d tight burn)

Flamer (3d tight/close messy autofire burn terror)

HEAVY WEAPONS

Heavy Bolter (4d near/far autofire suppress)

Missile Launcher Reskin: Rocket Launcher

As a great fan of Dark Heresy I would love some downward size compatibility and would give astartes weapons higher stats, countered by massive armour and toughness, so that you can fit in lasguns, autoguns, ork & eldar weapons, special ammunition, etc. as well.

I would also suggest a change in armour piercing: Some weapons reduce armour by different degrees (bolter vs. hellgun), others ignore it completely (plasma-gun and melta). n-ap: reduce target's armour by n-much.

Representing a Space Marine's might could easily be done by treating him like a group, as the not to be f*cked with move from the AW Gunlugger. This way, he automatically deals more damage/suffers less damage when fighting smaller (human size) targets, but when fighting something of his size – like a traitor marine – weapon and armour stats are of the same level.

Oh boy, I have so many ideas…

BTW: There is already someone doing a Rogue Trader hack: http://apocalypse-world.com/forums/index.php?board=21.0 .

13
The Regiment / Colonial Marines: Synthetics – The Perfect Aides
« on: April 25, 2013, 07:28:11 AM »
Our Synthetic player used a nasty loophole in the rules…

Aiding an Ally says:  "6-: Choose one below if you take 1-stress."
So, an aiding android rolling a 6- marks experience and still helps without negative effect as he is immune to stress.

I am thinking of the following solution:
Change "Immune to Stress" into "Resistant to Stress" – Whenever a Synthetic suffers stress, she slashes an overload box. If she suffers multiple points of stress, a slashed box becomes crossed and she proceeds to the next box… Slash-cross-slash-cross. She is still not subject to fight/flight/shock.
This way, an android is a) still tougher than humans but b) not too powerful c) the "gain 1-grit" improvement makes sense again. ;-)

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The Regiment / Re: Colonial Marines: Gunner
« on: April 25, 2013, 07:17:57 AM »
Looks good! Let us know how it works out in play.

We played Outpost Epsilon in three sessions, the first being general introduction to the rules, character creation and introductory sequences of the scenario ("You wake up from hypersleep…"). Session 2 saw some "conventional" roleplaying until we all got adapted to thinking in moves. By the end of the session, everyone was in it. Session 3 was completely move-oriented and saw the conclusion of the scenario.

We had:
  • A Sergeant (Form Up on Me, Rally & Look Out!),
  • a Gunner (Covering Fire, Angel of Death & Battle-Tested),
  • a Trooper (Marines Go First, Battle-Tested & Close Quarter Battle),
  • a Medic (Medic!, I'm a Doctor, Dammit! & Nerves of Steel), and
  • a Synthetic (Core Directive, Overload & Technician)

In short:
  • The Gunner was always pondering, whether using Angel of Death was a smart move to take or not, as it might get him exposed or become the center of enemy attention.
  • The Gunner chews quickly through gear when using Covering fire and additionally spending extra gear to increase VoF.
  • Close Quarter Battle is a very nasty thing, very powerful. But I think it is okay, as all the other characters were special in some way, so the "lame" trooper had something to shine in as well.
  • In general: Gear runs out quickly! Most players increased LUCKY as soon as possible for better Scrounging outcomes… I have no problem with that. It gives you the feeling that using guns is not the most important part of war, but being supplied. High BATTLE is worthless without ammo.

15
The Regiment / Re: Colonial Marines: Gunner
« on: April 25, 2013, 06:57:39 AM »
why smartgunner does not have helmet? 0.o

I went along with the movie: 1) To be more bad@$$, 2) Helmets and smartgun sights hinder each other… Since helmets have no explicit game effect, there is no problem in not taking one.

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