Anyone got their Gencon copies yet?

By bladerunner_35, in Black Crusade

Hai!

Forgive me for jumping the gun here but I cannot resist any longer. I'll throw a few questions out there and hopefully someone will want to answer them in due course (now, now, now!):

1.What are the Pride, Failing and Motivation mechanics, and how do they work?
2.How does infamy work and is it a completely new mechanic or based on Profit factor or Renown or the like?
3.How does character advancement work?

I am also interested on how polished the system is compared to the other three games though I realise this is probably not easy to tell from just a quick glance.

Thanks in advance.

(I also posted this on rpg.net for maximum coverage and answerage)

One or two guys over on /tg/ got it yesterday.

MILLANDSON said:

One or two guys over on /tg/ got it yesterday.

In the past my eyes have always glazed over when I read that - what does /tg/ mean?

Tradition Games, one of the boards on 4chan.

/tg/'s actually a fairly awesome place for RPers.

I see, thank you Millandson. I found a thread and put my questions there.

Now I feel sullied......

EDIT: if anyone is interested, so far there is no new info, just some guy saying he has the book: http://boards.4chan.org/tg/res/15821075

What are the Pride, Failing, and motviation mechanics and how do they work?

Reading over them I can see for the most part that they are purely to add depth to your character. They are also optional, but for those Hardcore players, they have alot of potential.

How does Infamy work?

From my understanding infamy is how known your character in. A scrub fresh into the warp isn't going to have a high infamy, but a Slanneshi Champion close to aptheosis will have a horrendous infamy score. Also they work like fate points. So that fresh scrub straight into the warp has an infamy of 22. He technically has (2) "fate" points. While that slannashi champion has a infamy of 89, so he has a whopping (8) fate points. Also to my understanding you use your infamy as anoather role playing aspect. While trying to intimidate someone else like lets say in the party. That Slanneshi Champion is going intimidate that Fresh warp scrub. both rolling and going by degrees of sucess the Slanneshi Champion easily wins and goes off saying, "Do you know who I AM?! I AM JULIUS KAESORON!! CAPTAIN OF THE FIRST COMPANY UNDER LORD FULGRIM HIMSELF, DESTROYER OF WORLDS AND COUNTLESS LIVES. Do you know how many people I've KILLED!?" ..... something like that.

How does character advancement work?

Character advancement can be kinda tricky, its a series of charts and tiers. All of which get cheaper depending on which god you praise. Each seperate god favors certain characteristics , skills, and talents. To say a Worshiper of Khorne, he favors STR. and favors a mostly combat skills. If you look for a certain page you can see that the book breaks it all down for you. Like I said it can get a bit tricky, but once you get the hang of it you will be golden.

Thanks man! I really appreciate you taking time to answer some of my questions. Hope you're having a blast at Gencon!

EDIT: Hope you don't mind if I cross-post this to rpg.net

First question: How well does CSM mechanics adapt to DW ? I'm looking forward to adapt the rules for CSM for a SM outside the DW.

Second question: swift attack/lightning attack. In the demo it looked like the mechanics for this changed to work like semi and full auto. I wonder if it's like this in the main rulebook or if it was just the demo, and if so, are they still talents you have to buy or like for semi and full auto anyone can attack multiple times ?

Would be much appreciated to see the full table of content of the book! If someone would be so kind? Thanks in advance! gran_risa.gif

Haven't read the rules for adapting games to each other yet, so I can't say much for that, but I can confirm that Swift and Lightning Attacks are now basically identical to Semi- and Full-Auto. Characters still need to take the talent to use that option though.

I've got a copy. Picked it up on Saturday, but have been busy setting up a campaign and haven't really talked about it online. I can answer some questions, but I'm reluctant to post pics or anything like that - not sure how copyright stuffs would work.

Lucius Valerius said:

First question: How well does CSM mechanics adapt to DW ? I'm looking forward to adapt the rules for CSM for a SM outside the DW.

Second question: swift attack/lightning attack. In the demo it looked like the mechanics for this changed to work like semi and full auto. I wonder if it's like this in the main rulebook or if it was just the demo, and if so, are they still talents you have to buy or like for semi and full auto anyone can attack multiple times ?

I believe there are conversion rules from BC to the other 3 games and vice versa. However, in BC, the CSM only receive a flat +4 tunnatural strength and toughness, that does not scale with the stats. In fact, there are no more x2, x3, and x4 unnatural stats anymore. I'm not sure what the different modifiers are (if even there is even a standard).

I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect.

Veroldindir said:

I believe there are conversion rules from BC to the other 3 games and vice versa. However, in BC, the CSM only receive a flat +4 tunnatural strength and toughness, that does not scale with the stats. In fact, there are no more x2, x3, and x4 unnatural stats anymore. I'm not sure what the different modifiers are (if even there is even a standard).

I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect.

This man speaks truth. The book recommends you change the old x2 bonuses to Unnatural (3-5), based on the thing you're modding. Presumably this would scale with x3 and x4.

Turath said:

Haven't read the rules for adapting games to each other yet, so I can't say much for that, but I can confirm that Swift and Lightning Attacks are now basically identical to Semi- and Full-Auto. Characters still need to take the talent to use that option though.

Interesting, I think I prefer this to the old way, but I do have a question about it. How does this interact with two weapon wielder? Can you swift/lightning attack with both weapons or is it limited to 1 hit per weapon?Also is there any commentry on how swift/lightning attack interact with using pistols with burst/full auto in melee?

Thanks

Veroldindir said:

Lucius Valerius said:

I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect.

Now, THIS is a nice mechanic! I was always thinking about some way to make "level of success" actually make some difference. The "apply the effect of said a matching crit" comes to my mind. Thanks for sharing the information!

Hardcore Heathen said:

I've got a copy. Picked it up on Saturday, but have been busy setting up a campaign and haven't really talked about it online. I can answer some questions, but I'm reluctant to post pics or anything like that - not sure how copyright stuffs would work.

1.What are the Pride, Failing and Motivation mechanics, and how do they work?
2.How does infamy work and is it a completely new mechanic or based on Profit factor or Renown or the like?
3.How does character advancement work?

Hardcore Heathen said:

Veroldindir said:

I believe there are conversion rules from BC to the other 3 games and vice versa. However, in BC, the CSM only receive a flat +4 tunnatural strength and toughness, that does not scale with the stats. In fact, there are no more x2, x3, and x4 unnatural stats anymore. I'm not sure what the different modifiers are (if even there is even a standard).

I can however, confirm with a reasonable degree of accuracy that the Righteous Fury (Now known as Zealous Hatred) rule has drastically changed. Whenever a ZH is scored, roll 1d5 on the crit hit table. No more extra damage. Also the crit damage isn't applied as it's not a true critical damage, it's just the effect.

This man speaks truth. The book recommends you change the old x2 bonuses to Unnatural (3-5), based on the thing you're modding. Presumably this would scale with x3 and x4.

Let me ask you a follow up question, what do they recommend unnatural bonus for x3 and x4? Is it 6-10 and 9-15 respectively? I'm looking to convert some creatures over from Mark of Xenos and would rather get a head start on it before my book gets here.

Some things I've been really curious about are:

1. Is there any fluff describing a look into how a chaos society functions?

2. How about the Necrons? What are they like?

Regarding the new way Unnatural Characteristics work, I'm wondering: do they still do anything for Tests at all, or are they just for Characteristic Bonus now?

Exoviper said:

Some things I've been really curious about are:

1. Is there any fluff describing a look into how a chaos society functions?

2. How about the Necrons? What are they like?

my chaos minion returned from GenCon with my copy last night. I've skimmed the book (and noted several sections for further reading). I think I can field your questions:

1. chaos 'society' functions in much the same way as normal society. it seems to depend largely on location and preferences of the people living there. what really seems to jump out is the lack of Imperial institutions...without the Adeptus Mechanicus, societies can achieve higher tech levels, without the Administratum, taxes are a more local affair. psykers can rise to positions of power and while feared, they are also respected. there's no real way to form a homogenous society in the Screaming Vortex (largely due to the nature of travel there and the logistics of maintaining such an empire would be largely impossible), so planets form individual and quite distinct societies. Obviously, a Khorne influenced society is going to be much more savage and direct than a society that has a lot of Tzeench sorcerers around. Oddly enough, Khorne dogs aren't sadistic - you break they're laws you'll probably face trial by combat. Slaanesh societies though....well, you'll probably enjoy the execution, so there's that.

2. necrons. um...yeah. unnatural toughness, unnatural strength, regeneration AND machine. plus gauss flayers are vile vile weapons no sane player should ever have to put up with. did I mention the scarab swarms? just nuke the site from orbit, it's safer.

hahaha sounds like a blast 2 bad i have too wait like between 4 and 8 months befor it gets here

I'll approach questions one at a time.

1)What are Pride, Failing, and Motivation, and how do they work?

They're vaguely similar to the Origin Path from RT, though much less extensive. They give some background as to your character's emotions and mindset with minor mechanical effects. Pride is something they take great pride in, and was probably the thing that caused them to fall to Chaos. Failing is a massive character flaw, like betrayal or rage. And Motivation is what they want from Chaos, like Immortality.

2) How does Infamy work?

Infamy is combination Profit Factor and Fate Points. You test against Infamy to acquire stuff (they changed the modifiers by the way), and you have a number of Infamy Points equal to your Infamy Bonus. You can spend these in a fashion similar to Fate Poin7ts, though they get way better as your Corruption sore increases. You can also burn Infamy (10+1d10, actually) in order to not die. Obviously you want to not do this, because then it's a lot harder to buy stuff!

3) How does character advancement work?

Everything is an Elite Advance. Nothing is tied to your base class. Every talent and skill is given an experience cost which is modified by your alignment (or non-alignment) to a Ruinous Power. You can start the game with, say, Blademaster, because you don't have to go through any sort of rank scheme in order to get to the cool bits. This is by far my favorite part of the book.

4) How does I convert Unnatural?

If you honestly want to convert, just look at however much of a bonus the creature was getting. If its unnatural ability was giving it 5 more TB, then give it Unnatural Toughness (5). Also Unnatural adds DoS on every test that uses that characteristic (equal to the Unnatural value divided by two), not just opposed like in RT. Doesn't say if you round up or down.

5) Is there any fluff describing Chaos society?

Like a legitimate community? Not really. Plenty of warbands and stuff, and it's quite possible I just skipped over something like that. I haven't delved into the flavor yet; too busy assimilating crunch.

6) How about the Necrons? What are they like?

They are really good. A definite challenge for a Rogue Trader-level group, and the Tomb Stalker is nightmare inducing.

7) Do Unnatural Characteristics affect DoS?

See # 4.

Hardcore Heathen said:

You can also burn Infamy (10+1d10, actually) in order to not die. Obviously you want to not do this, because then it's a lot harder to buy stuff!

Uh...but other PCs may still buy stuff for the penalized character, or not?

Chthonia Stauratos said:

Hardcore Heathen said:

You can also burn Infamy (10+1d10, actually) in order to not die. Obviously you want to not do this, because then it's a lot harder to buy stuff!

Uh...but other PCs may still buy stuff for the penalized character, or not?

If an ally buys something exclusively to give it to you, then you have to test Infamy or lose an Infamy point permanently. Only weaklings depend on others for things that they should be acquiring by the strength of their own arms!

Burning Infamy is really, really bad. You also gain 1d10 Corruption. Combine this with the fact that you gain Corruption almost as fast as you gain Infamy (the two are usually tied), and simply "dying" twice can be enough to make apotheosis impossible. Burning Infamy also decreases your Infamy bonus, which determines the Infamy Points you use like Fate Points. You lose UNSPENT Infamy Points first.

So death is a really big deal, unlike in, say, Rogue Trader. Try to not die.

How are the space marines compared to the humans? How do rituals work? Last how does the system with the followers work?