Positioning in Outgunned

We are going to finish soon a campaign with other Game and, as a GM, I am going to propose an Outgunned Superheroes short campaign.

Question is that my group have always used to play with maps or some kind of positioning opposed to Theatre of the Mind. I know the Outgunned rulebook clearly tells that it's not necessary to play with any kind of map (I think in the ranged combat section when explains the range for firearms) but I know my group, we are playing for many years and I know they don't like Theatre of the Mind approach.

On the other hand, I think it's possible to play Outgunned with some kind of positioning with a little effort. But there are some questions and if you have any answer or proposal I would be grateful:

- For example: if there are two different enemies in different places and they advance to confront the heroes how would you handle that? Would you join them in a bigger "mob" with different abilities? Or would they be separated enemies?

  • A similar question: can two groups of heroes fight against two different enemies?

- Would It be possible for some Heroes to do some teamwork while others combat against an Enemy? I think it's possible if I fix the difficulty. For example, a Hero is disarming a bomb while others fight.

Or in other words, have you tried to play Outgunned with some kind of maps, zones...? If so, have you played some changes or homebrew rules?

Thanks in advance!

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u/Decanox4712 — 5 days ago

Ogryn advancement

Hi to all!

Truth to be told, this question is not for me but for one of my players.

We began playing at Tier 2, when this player chose an Ogryn Warrior. Then at Tier 3, this Ogryn evolved to a Bullgryn. Now they arrived to Tier 4 (and near the end of the campaign although they don't know yet) and this player doesn't know what to do.

Although I played WH40K many years ago (in first-second edition) I am not an expert but I would say that no Tier 4 archetype can fit with an Ogryn. So I think the solution is an Ascension Package... This player doesn't like these Ascension Packages (he says they are XP expensive to give poor advantages, and I think in some cases is true) but I think packages are the only solution: he can take Back from the Brink (40 XP) or a cheaper Perfidious Wretch (only 20 XP). I have checked Redacted Records II and I think they don't fit well with an Ogryn or are too expensive.

Of course, he can stay at Tier 3 but I think he doesn't want to do this.

Could you give me other advice? I have checked Abundance of Apocrypha and I have not seen high Tier archetypes for Astra Militarum. Maybe I have passed an archetype that can fin with an Ogryn. I think the best and cheapest solution is Perfidious Wretch but maybe I have missed something.

Thanks in advance!

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u/Decanox4712 — 10 days ago

Puppet feat

Hi to all, this is my first post here.

Although we are playing another campaign with another game, I suppose that not much far in time we are going to taste Outgunned Superheroes since I take part on the Backerkit campaign. By the way, superb materials!

In general, rules are really well written with some space to freedom so a Director can do this or that.

But I have a little doubt regarding a Feat (I think is called Mind Control). Inside there is the possibilty of spending 1 energy to control an Enemy if you roll their Defence but there is nothing more stated about this control... To do what? And how is this translated into action? Since many times an Enemy are several individuals, what can you do controlling one of these individuals?

Thanks in advance.

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u/Decanox4712 — 2 months ago

Rubric Marines

Hi to all...

We are playing now in a Tier 3 campaign and the Agents are stronger (obviously). They are a Psyker, an Ogryn evolved to Bullgryn with high resilience and a Sororitas with a shield (Celestian Sacrosant, I think). In few words, they have really high resilience.

The next adventure, they will face Tzeentch menace. Truth to be told I love Tzeentch for the implications It has in the game but I have to admit the Threats are a bit soft compared to other Chaos powers... I know, they usually have psychic powers but they have low resilience and attack values.

I wanted to introduce some Rubric Marines in the next mission but I think they are going to inflict marginal damage to the Agents with their Inferno bolters. I was looking for adding some weapons like some chainswords, but according to some webpages (I played WH40K in first-second edition with orks so you might imagine what I could remind from lore) rubric Marines don't have chainswords.

I know they have Warpflamers but there are not statistics for them... How would they are? Like a flamer with the Warp trait? And if you have any other idea from any other weapon they can equip It would be very appreciated.

Thanks!

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u/Decanox4712 — 3 months ago

Some questions regarding Ruin

Hi to all!

In our last session, some questions arose related to Ruin/Personal Ruin since agents were fighting an adversary:

1.- Can Personal Ruin be used to general purposes like, for example, reroll dice? I think not since rulebook tells about use this for Ruin Actions, but the mention is a bit open.

2.- Is Personal Ruin "recovered" between sessions? For example, in this last session, we couldn't finish combat since It was late and the Adversary was there after spending their 2 points. Does the Adversary recover these 2 points the next session?

3.- Some Adversaries have the option: "RUIN spend one point of ruin to cast power from X discipline". It's clear if a power or spell has a free action activation... But what happens if an Adversary want to cast a spell with a full round action activation? Could they move or combat after that?

4.- I have this question from a long time ago but I take advantage of this post to ask... Is It possible for an Adversary to play Full Defence (full round action) and then play a Ruin action to move or attack?

Thanks to all in advance.

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u/Decanox4712 — 3 months ago

First serious umbalanced situation (Spoilers)

Hi to all.

First, we are playing a Wrath & Glory campaign and we are having a lot of good time. I think, we are enjoying the best sessions for years... My players wanted a game plenty of options, similar to D&D (strategic movement, maps, and so on). We were playing RAW and I was aware of some opinions about W&G being umbalanced.

With that in mind, last session we are playing Vow of Silence (SPOILERS AHEAD) and my players entered the building on the island. Brother Rikard died in the first round after the Kommandos' ambush. So, being without guide, players went directly to Slystabba rooms... Combat ensued, with Ork boyz, Kommandos, Gretchin and Runtherd... There were a moment when TPK could be a possibilty so I decided to retire Slystabba and some Ork survivors to another chambers looking to regroup (so I would avoid TPK to players).

Then the players' Psyker came to scene and threw a Compel spell to Slystabba. "Stab yourself with your choppa", during two rounds and with a willpower of 2 Slystabba almost killed himself, and the group's Ogryn only had to do the coup de grace... That's all. In two rounds, Slystabba, the villain, was dead.

There were other situations where was a bit frustrating: weapons like autopistols does nothing against armors, sometimes It feels like Threats don't have enough time to play an ability since they are already dead...

As I have said, we are having a great time, and I think the best option is to leave as It is... Is umbalanced, so what? But other moments like these I told, I think to implement some house-rules to make things more challenging. Any ideas?

And I insist, we are loving Wrath & Glory

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u/Decanox4712 — 4 months ago