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Everything posted by Nojo509

  1. Nojo509


    I use Reaper, Privateer Press, and Games Workshop minis. I like the 40k look of the GW minis, and use minis from the Eldar, Imperial Guard, and Witch Hunter armies. GW has very few female minis, while Reaper has many great ones. Privateer Press has some nice ones for Rogue Traders. For hordes of bad guys I used Star Wars pre-painted plastic minis. If you don't like to paint, you could use those for important characters as well. I also use the pre-painted SF minis from EM4. As stated, you don't need to use minis to play, but I love them, and so do my players. We also use the GW Battle Fleet Gothic minis for starship combat. The Star War tiles are great for spaceship interiors. Dwarven Forge has many great settings, both for planets and starship interiors.
  2. I just completed Lure of the Expanse with my group, and on the whole it went well. I upped the danger of the ambush on the way to the auction. My players are very good at combat, they played Dark Heresy from rank 1 to 8, and riff raf just evaporates without them breaking a sweat. So I had a disused arcade with the players walking through an open area and three stories of balconies for the ambushers. Two ambushers behind cover with rocket launchers on the 3rd floor, a small pack to slow the players down on the bottom where the players were crossing. Poor lighting conditions. A rocket took out the Rouge Trader's leg in the surprise round. It took them a few rounds to pound up the stairs and kill or capture the gang. Under pressure, a prisoner coughed up Feckward's name as the guy who hired them. * * * * * Then, on the trip to the jump point, the players witnessed the Eldar attacking Feckward's ship. They laughed and taunted him. When the Eldar switched to them, they couldn't hit the ship, but did manage to send a raiding party on board. The crazy insides of the ship gave the Eldar bonuses, but the players rolled well and caused enough damage for the Eldar to take off. * * * * * At the temple, the PCs, Charlabelle and Djanko killed Feckward and handed his ship over to Charlabelle. In my campaign, Djanko is a member in good standing of the Ameranthine Syndicate (DotDG), and has recently recruited a desperate Madam Charlabelle. Feckward was in thick with the Kasballica, who are fighting over the cold trade with the Syndicate. * * * * * A bit of advice: The final battle on the Dread Pearl was a bit of an anti-climax for my group, you might want to spice it up or have other Rogue Traders slow them down. When the Farseer told the humans to leave the planet, they did. (They did yell at the Santarchs that couldn't fit in the guncutter to "run to the gate.") The PC pilot is so good the escape was over in a few dice rolls. One thing that did work in the mad dash to the guncutter, I had the players with Forbidden Lore (Xenos) roll for a very frightened Gyrinx who wanted to get away from the combat. Now our Mistress of the Augers has her very own Eldar kitty. I had used the Seedworld in my DH campaign, so I had a "cut scene" "I don't know if your characters will every know this but here is what happens to the Santarchs that went through the gate." The Santarchs exit right into an Inquisition run dig, run by two characters from the DH campaign.
  3. Santiago said: ,,,, (we don't allow male players to play females, sometimes we make exception for gay male players). Gender bending is a time honored tradition at my table. Still, as GM, it's hard to get my pronouns right when I look at the female player and forget the character is male. Right now I have a female player whose character is androgynous to the point she wants me to have NPCs have to guess and a male player who plays a secretly female Explorator (so no one really cares).
  4. A lot depends on your players. My group has some players who like one thing, and some another. Some of mine want to take part in gritty personal combat even though they are very powerful officers. So I ambush them and send assassins after them when they are doing things that need doing. I use the mook rules from Disciples of the Dark Gods when I want mass quantities of mayhem without the bookkeeping. Which is another point: If you want something done right, do it yourself. If my players send in minions, they can expect a fair outcome at best. Equipment, clues, personnel will get lost or broken. If they put themselves at risk, they may see greater rewards. (Or another review of Fate Points and death.) Another thing to figure out is how much of a sandbox do your players want? Some of mine look to me to provide an overall story arc, so I use "Ship in arrears" as a way to get a powerful patron to send clues and create a framework. Other players have definite (if crazy) ideas on what they want to accomplish. So far I haven't noticed a strong desire to "fly to that star and see what's there," but you might have players like that. As Gregorious said, think big. Look at large organizations as rivals or threats. Edge of the Abyss and Disciples of the Dark Gods have many cool organizations. Other Rogue Traders are great rivals.
  5. ZillaPrime said: ... The other thing that evil GMs can do here if they want to roll their game into a more "crossover" type is to run the entire Haarlock's Legacy campaign arc and make one of the PCs a potential heir to the legacy... This way there is a *chance* for someone to earn a Rogue Trader's warrant chock-full of excess baggage the hard (and memorable!) way. This is exactly what happened with my group. I decided on a player Haarlock when I ran The House of Dust and Ash. After we finished that I found my group wanted to move onto Rogue Trader at some time. I told them to wait until there was more support, but sure, I'm all for it. At that point my Haarlock PC "retired" to be trained by Silas Maar as a Rogue Trader. They took "Ship in Arrears" and guess who they owe money to? Inquisitor Marr. Not only is Rogue Trader Haarlock loose on the expanse, he named his ship The Tyrant Star. Tends to get noticed. By the time Dead Suns came out we were chomping at the bit to try Rogue Trader. I read it and decided what happened and what Marr would tell the players.
  6. I sent this question in using the "Rules Question" link at the bottom. No word yet, but when they respond I'll put it here.
  7. There are some ideas for Unholy Aura on this thread: http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=161&efcid=3&efidt=407108
  8. Citizen Philip said: ... I always thought that, Chaos in general were more closer to Reavers from Firefly - except in the specific disciplined instance of forces aligned to the Chaos Gods (ie. Chaos Marines). i would say "You know the Reavers from Firefly? They are the uncivilized barbarians of cruelty compared to the sophisticated appreciation of suffering and the fine art of pain that the Dark Eldar are." Yes. I view them like the Melnibonian's from Michael Moorcock's Elric series. Decadent, brilliant, and totally depraved.
  9. I've run most of these adventures, here's what I found with my group. As stated, Purge the Unclean hints at an overall story arc, but doesn't have one. We enjoyed Shades on Twilight. I personalized it a lot for my group (which I do with any published adventure) and we had fun with it. I added some criminals looting the space hulk that had bad history with the Arbeit in the party. The dark eldar pirates became a recurring feature of my campaign. If money is no object, get and read the Haarlock legacy. I found the adventures fun but not great. We skipped the last adventure. IMHO, the best DH GM book is Disciples of the Dark Gods. Very inspirational for my DH and my RT campaign. The adventure The House of Dust and Ash was a lot of fun, and my players really enjoyed the auction. Master Nunsuch was a very memorable NPC. Scared the players silly. One PC carried over to my RT campaign, and they have the items they got in the auction in their starship's trophy room.
  10. Design an action/fight scene where the players need to be in two or more places at once. Two buttons on opposite sides of a 20m long corridor must be pressed simultaneously. They must not let the bad guys escape, but they flee in different directions, going around corners, and must be chased in multiple groups. They must get in small vehicles that can't fit all the players. The idea is to give them different results if they cower behind the "tank" or if they take risks on their own. If they bunch up and cower, they can only get a marginal victory, and then have to do follow up missions to solve the entire problem. Or they get chewed out by their Inquisitor for not serving the Emperor with enough faith.
  11. Razorboy said: Peacekeeper_b said: Just as Rogue Trader was no Dark Heresy and Into the Storm was no Inquisitor's Handbook, Edge of the Abyss is no Disciples of the Dark Gods. But hopefully we will get different and unique approaches in the near future (Battlefleet, xenos and so forth). Yes, Into the Storm was no Inquisitor's Handbook... It was better. Well in my opinion anyway. Rather than a bajillion guns that all pretty much did the same thing, hit-and-miss advanced careers, gear that was stupid broken (I'm looking at you IH power fields), and really really really mind-boggling bad organization and layout, Into the Storm delivered exactly what I wanted and then some and was much better organized to boot, even if it did have less fluff overall. I'm in agreement with Razorboy on Into the Storm. A very useful and *usable* book. I like Edge of the Abyss. There is enough there that is useful that will help me GM exciting RT games. My favorite bits: Legends, myths, and lies. Great mood setters and examples of documents your players might come across. "The Breaking Yards at SR-651." What a great place to make repairs, meet pirates, and do business. The Eldar: My players love the Eldar and Dark Eldar, even if their characters do not. They want more Eldar adventures, and these four Eldar (or 3 Eldar, 1 Dark Eldar) factions will help get that kicked off. I love the light cruiser. The Rok 'Gol: A chaos worshiping race that looks like the Geiger designed monsters from Alien? That shows up when the players are at any archeological dig site? Works for me. The Stryxis: My players are already fascinated by this race. Enough details and fluff to use them in many encounters. Chaos Reavers. Yes please. I'm already using the Brotherhood of the Horned Darkness as the power behind several rival rogue traders. Time to ratchet it up and bring out the big boys. Kasballica: Great. I've already built in a shadow war between the Kasballica and the Ameranthine Syndicate. Vaults of the Forgotten. I'll mod it before I use it, but it's a fun action / horror scenario. You could substitute the Ameranthine Syndicate for the Kasballica if that's the way your campaign is moving. And I really like the hooks. The PCs are minority investors with the control being in the hands of criminals. Most of the rest isn't bad, just not as useful to *my* campaign. I wish they had cut all the space they devoted to rival rogue traders (there are enough in Lure) and really fleshed out the Disciples of Thule and the "mysteries" of the other worlds. Vehicles for each race would have been nice. Worlds that would have helped my campaign: a sample Pirate haven a high tech, but non-Imperium, planet to trade with a Thulian forge world
  12. I agree some more specifics and less "maybe this, maybe that, who knows?" would improve the line. Yet I do like a big "this mystery left to the GM." Just not one per page. The big shadow in the warp behind the Expanse? Great! Details on what a major dead civ (Egarians, I'm looking at you) was about? Yes, I want to know. Help me set the mood for my players.
  13. Anybody know how Unholy Aura works? The Walking Nightmare -- Edge of the Abyss, p. 87 -- has this trait, but I can't find the mechanics.
  14. They have made it to Portland, Oregon. I just finished reading it today. Good enough to read front to back. Lots of great ideas. Every GM should get one. I would not want my players to read it. One of the writers had described this as Disciples of the Dark Gods for Rogue Trader. Kinda, but I didn't find it as great as DotDG. The *evil* factor isn't as high, but you need more evil for Dark Heresy. There are hints of a dark secret moving into the Expanse. I'm hoping this will not be nailed down, and left up to the GM. EotA is very good, but DothDG blew me away. The adventure at the back of the book is a nice horror/action scenario. I had to read the hooks twice before I realized this was a unique take on an Endeavour. Should appeal to players with criminal tendencies. The art is nice and atmospheric, if a little "white-men-in-space" happy. Anybody know how Unholy Aura works? The Walking Nightmare has this trait, but I missed the mechanics.
  15. Thank you Santiago. I'm sure others will profit from this as well.
  16. <spoilers for Edge of the Abyss> In Edge of the Abyss, 4 Eldar groups are listed. None are called Dark Eldar, but it's pretty clear at least one is. The Children of Thorns dress in armor of barbs and blades and are sadists. So, Dark Eldar for sure. The one thing that threw me was the typeface of their section. Probably a typo, but it made it look like the Children of Thorns were part of Craftworld Kaelor. There is an Endeavour to hire the Children of Thorns. Sounds like a bad idea to me, but for very piratical Rogue Traders, it could work. And if it didn't work, could be a hell of a lot of fun. The Crow Spirits are always hostile to humans, but they don't show the sadism and fashion sense of the Children of Thorns, so I'm thinking they are Grumpy Eldar, not Dark . The adventure in the back of the book has a Crow Spirit, and it's not how I would write a Dark Eldar. </spoilers> We don't get profiles of Dark Eldar. Anyone using them in their campaigns? Any advice on portraying them? Nasty tricks they like to do? One of my players had a Dark Voyage where he was made a pet by a Dark Eldar who implanted xenos tech in his skull, sans pain meds. Thanks, Nojo
  17. Don't know about your town, but here in Portland, OR, there are a number of web sites that match games and gamers. Like this: http://groups.yahoo.com/group/pdx-gamers/ When I moved down here from the Seattle area, I Googled for Portland RPG Gamers Role Playing.... and so on. I ran into a few sites that were dead before I found ones anyone used any more.
  18. In stores soon, eh? Can't wait. No mention of the Slaugh, I wouldn't mind more wormy fun.
  19. The rule of thumb is if you want something done right, do it yourself. I told my players that. "There will be times you will and should have your minions deal a problem, but every time you don't get directly involved any success will be lessened and a failure will only get worse." After a mutineer held a hostage and the players sent in a ton of troops (they have a barracks) I thought I should just tell them. The mutiny was crushed, but the hostage died. I was happy with how I handled it, but realized if I was a player I wouldn't get it. So I told them. Total metagaming, I know, but simple.
  20. He must be mighty disappointed in his captain. He could follow him and/or the Kroot around, preaching of the evils of Xenos. "Suffer not the xenos to live!" He could exaggerate to the Captain or Seneschal that crew morale is suffering because of the abominations hired, and offer to "fix the morale problem before we have a mutiny on our hands" by executing the Kroot on the hanger deck. Depending on how the other players roll, he could either just be vocal about this, or take action. My players love to threaten and bluster at each other, but rarely murder hirelings. Well, sometimes. DANGER WILL ROBINSON: Some groups might not like one player telling others who they can hire, and it could get into player vs. player, rather than character vs. character. Make sure those not steeped in 40k lore understand that hatred of xenos is normal in the Imperium, and that the mingling on the frontiers is not typical. AND WHAT KIND OF GAME DO YOU WANT? I told my players before I started the campaign that I wanted to be able to give them plots that required them to negotiate with xenos. After 2 years of Dark Heresy under a puritan Inquisitor, I wanted to open things up a bit. Which is not to say all the characters have to like xenos, but they can't stop the adventure in its tracks with their xenosphobia .
  21. The XP awards as stated in the book can make for very slow advancement. Most campaigns last 6 to 12 months at best, and I like to see the upper power levels as well as the lower. One FFG person (Sam Stewart?) posted he liked to go up one rank every three sessions. 3 or 4 sessions per rank works for me as well.
  22. These ships aren't that hard to paint. I'm not a great mini painter, but people complement my ships. I spray paint black, then cover with a base color, then paint and dry brush the features that stick out of the model. For many years I avoided painting minis, but now that I've gotten back into it I"m enjoying it. Spaceships are much easier than people w/ faces. Thank the emperor for space helmets.
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