Fafnir wrote:Well, the summoning/request rules only apply to my warband so far (everyone else seems to be pirates or a strike force), and I won't be using those anyway for that reason.
So no plans to change them? I like the idea of Deathwatch,
SoB etc being included, mainly for the painting and modelling, maybe it's best for them to be part of a narrative campaign so the
GM can make decisions about what's appropriate.
Fafnir wrote:As for psychic powers, minor and major powers are gone. There are 5 general powers that anyone can take (I'd like to make it 10 though), and then various factions/races can pick from a list of 5 more powers.
Additionally, Ork psychic powers are completely different from everyone else, and Orkz can only use Ork Psychic Powers.
Sounds like an interesting idea, I'm in favour of more species specific choices. Orks are
def a special case, in nearly every aspect! Seperate powers make a lot of sense, add to the !!FUN!! of orks...
Fafnir wrote: And yes, there is a power to turn enemies into Squigs.
Yay! I hope to see some awesome squig conversions of some of your characters
lol.
TheSneak109 wrote:So we were hoping to have started the actual campaign yesterday, but unfortunately one of our buddies has gotten sick recently, so we decided not to start. Hopefully, we'll be able to actually start the campaign next week on Monday.
Fafnir wrote:I'm looking to teak all four of the warbands we intend on using.
Radical Ordo Malleus would have lots of raw power, but also have some high risk elements.
Tau would have the worst characters, but make up for it with the best equipment.
Dark Eldar would be very fragile, but be fast and powerful.
Vanilla Space Pirates would be well rounded and cost effective, but lack any real specialization.
Shame about the delayed start, I'll be interested to see what you do with the warbands. It sounds like your planning some special rules and/or big changes to the rosters.