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Hello,
First of all, im spanish and, unfortunately, mi writtin english is too bad but i try to do my best.
I'm going to direct Final Sanction for 6 player, using the aditional characteres but i dont knwo how to modify the characteristics, magnitude and other stats for the adventure.
For example, for the four basic PC's the standard magnitude for the rebels horde are 40... For 6 PC must be 60?
Similar happens to the genestealers to me.
Any idea?
Thanks in advance, and again, sorry for my bad writting english.
[DH]Iacton Ramirez, Ordo Malleus.
Spanish Conclave.
[DW]Brother Aleksandros, Deathwatch Librarian
Home Chapter Dark Angels.
[BC]Aleksandros, The Fallen Soul,
Paladin of Tzeentch.
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I would rather have more hordes instead of increasing them, as its more damage and more targets, instead of giving the few ones more hitpoints.
Actually, adding magnitude to a Horde gives it more attacks. They get 1 ranged attacked for every 10 magnitude.
It depends on the situation. Sometimes I increased the magnitude of the listed Horde (like if it was a TP one, or the siege guns, etc). To 50 or 60. Otherwise, I'd say turn a single 40 horde into two 30 hordes or something similar.
As for Genestealers, I'd leave them as is. Just make sure you have them play smart and gang up on PCs that get a bit separated from the others.
NezziR's excellent dice notations PDF: mywebpages.comcast.net/nezzir/files/nn.zip
WFRP3e Master Skill list v1: home.comcast.net/~dcvdg/WFRP3e/WFRP3e-MasterSkillList_v1.pdf
Gitzman's wonderful WFRP3 site: www.gitzmansgallery.com/
Online (unofficial) WFRP3e dice roller: home.comcast.net/~dcvdg/WFRP_dice_roller/dice_roller.html
I ran it for 6 people my first time through with no adjustments and, while it wasn't a cake walk, I wish i had increase the difficulty a bit. multiple hordes is certainly better than 1 larger one, not just because it gives the group a choice of things to shoot at, but also becuse they have to worry about focus fire vs spreading out to try and suppress/break multiple groups. gives them more tactical decisions which, at least in horde combats, there aren't all that many of.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate.
Sun-tzu
Chinese general & military strategist (~400 BC)
One trick I tried, to spice things up during one of the later fights, was to give a few Hordes "special weapons" - essentially allowing them to swap out one of their normal ranged attacks (so long as they've got 2 or more) for another kind of weapon (missile launchers with Krak missiles, in this case, using stats taken from The Inquisitor's Handbook, to help them break down and overcome fortifications) which didn't benefit from the normal horde damage bonus (because there's not enough of those weapons to gain the extra damage). Made the Hordes a little more diverse in their abilities, and helped keep the players on their toes, even with 6 players.
Nathan 'N0-1_H3r3' Dowdell
Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Black Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls
Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.
A collection of my unofficial supplements can be found here.
Ok.
Thanks for the info. I like the idea from N0-1_H3r3 to give the hordes special weapons.
I hope to tell you something else in a few days.
Agains thanks and excuse my for my "Deamonic" english version.
Aleksei.
[DH]Iacton Ramirez, Ordo Malleus.
Spanish Conclave.
[DW]Brother Aleksandros, Deathwatch Librarian
Home Chapter Dark Angels.
[BC]Aleksandros, The Fallen Soul,
Paladin of Tzeentch.
| Page 1 of 1 (5 messages) | 1 |