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    Gothenburg, Västra Götaland, Sweden

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  1. Could potentially help with fixing up a bit of writing and rules here and there. Can't put it as a top priority for me so won't be amazing ammounts but fixing a bit here and there I could probably do.
  2. Range bands are really, really long in this game. Using the move manouvre represents pushing that extra to close in to another vehicle (that also flies around mind you) otherwise you move but not so fast you close in noticably.
  3. A conversion project can be fun and will make my army more unique.
  4. I mean both will it be allowed ruleswise and will it be a list that can hold its own in most friendly games.
  5. To answer the competative question. It would mostly be for friendly play but wouldn't want to be outmatched every game, I have my bloodbowl halflings for that. Hmm...too bad it wouldn't really work as is. Maybe that heavy laser could be themed to a ship-style cannon with navytroop theme to keep the theme but expand both range and model count.
  6. Hi. So I'm considering starting playing, in part because the miniatures would be useful for the roleplaying game I'm GMing even if I end up not liking the game. Since the game doesn't allow Hutt Cartels I'll settle for second best and go rebel alliance. Since the unit I visually most associate with them and find coolest is the fleet troopers I thought a list with them as a base would be cool and from that grew the idea to base it entirely on the start of "A new hope" and have a few units of them, Leia, R2D2 and C-3P0. But before ordering this I wanted to check. Would this be an army that works?
  7. Given that I think you should turn everything on its Head next time they meet Eldar. Have the xenos treat the AM extremely well for her connection with Isha while referring to the HF and rest as "lesser" throughout all their interactions.
  8. "So you see dear Arbite that gang just didn't care about my sanctioning mark so I had to defend myself. The screams as if tortured? What can I say self-defense can hurt people. So you see all is in order and I'm no kabalite any more and the assault was dealt with legally....oh and one last thing, can I come for the survivors execution?" Being legally right can mean a lot and few xeno PCs are unable to handle a few ignorant zealots in Combat. A kabalite takes it in my campaign now.
  9. My book does not list archeotech amongst craftsmanship qualities. Maybe I missed something but I can't find a reference to it working like that.
  10. Archeotech isn't easy to buy due to by definition being things people can't manufacture any more. Still that doesn't mean it can't be different qualities, an archeotech laspistol kept as a hereditary duelling Gun by a Noble family should probably be of better craftsmanship than an archeotech laspistol found buried together with some warhero in a now flooded tomb. Most of the time any archeotech I give is part of a treasure or the treasure itself so the players don't walk around buying it.
  11. I am pretty sure you can fall under plenty of different and even contradictory contracts from the Administratum, wouldn't be a good representation of a buerocratic nightmare else, of course you will be responsible for breaking any of them even if it was to fulfill another. But I don't plan to just abandon the Rouge Trader part of Rouge Trader, more have them work hard to stabilize a world before they can find some suitable vassals to look after it while they are away. I got most of the ones you mentioned but not the mutant part (will of course add that shortly). I do think they will leave it governed by someone else after a while, when it feels secure in the hands of the PDF (which they will need to properly create). It's a great idea adding some world-specific mysterious obligations. I will certainly use that. The contract itself is more for show, it will be cool to, for a special occassion (being granted a governor title and a moon), give them a physical contract with an Administratum feel. For gameplay just letting someone test for it would suffice but sometimes its cool to go that extra step and use a prop to, in this case, have a player actually sign a physical contract for governorship.
  12. So my players are defending a moon in a Severan Dominate system as they were forced into the war as a punishment. When their sentence has been served I plan on offering them governorship over the world (the Administratum would do this since it will force them to keep defending it due to doing so being the legal responsibility of the governor). Since this is both a big deal for the players (the Rouge Trader getting legal ruling over a world) and something coming with legal traps I decided I would write down an Administratum contract. Now after four and a half page filled with duties, benefits and exceptions I'm starting to lose ideas of what else it legally means to be a governor in the Imperium. If anyone has a few ideas on laws that should be mentioned or laws that would just be fun to have in a Rouge Trader campaign. Here is the contract thus far. It would also be cool to once when I talk about Administratum paperwork be able to dump a bunch of papers in front of the player. https://www.dropbox.com/s/ek5bbs8dfwd1xeh/Contract%20of%20Lesser%20Governorship%20over%20Landfall.pdf?dl=0
  13. The first thing that comes to mind is that the cult can't just murder them straight away. Last time the scion blessed the world before leaving (and to strengthen the cult I would suggest them keeping legends of some miracles at that) so certainly the new "guests" can't do any less. So you'd have the players getting some time to find out something is fishy as the cult tries to get them to bless the world and the cult. Having some off-worlders visit and leave without caring much for the cult undermines their authority so some display of blessed wisdom or might is needed before they can "help the visitors leave". For the assassination poison is a very effective method (one of the historically best ones at that) but not the most exciting in a game most of the time, since you haven't mentioned it I suspect the players take no actions against this (most do not but one I had in my group ,a deathworlder, was used to everything being potentially lethal and only ate and drank tested food/drink). If you go with poison think about how you make it a fun challenge instead of just a "Toughness test or die". One good way to do this is to make it a series of toughness tests that each impose penalties and are taken in fairly short order after each other, after X failed the character dies, this means its a race against time to get him to the medbay or someone else who can help. Letting them be drugged to faint allows all the usual "prison break" stuff for a campaign so that's allready fun enough. They can also be drugged to weaken them (impose a hefty penalty to characteristics) and then have them ambushed to be killed the old-fashioned way. But murder can be a far more creative process than just slipping some poison into a glass. Exotic beasts from this world can be good assassin tools, maybe the hyper-aggressive jump scorpions of Kerkvaya SI tend to be used since they often hide in clothes. Maybe archaic defense systems of the colony ship now serve as a death-labyrinth where those that disagree can be tricked to go and perish, all under the watchful monitors of the cult. Perhaps they have a cadre of elite assassins that ensure their rule, and these assassins just got their greatest challenge yet. Maybe the original ship had an archeotech weapon they used to slay the first one and which the cult once again plans on using. There are countless possibilities for murder here.
  14. You're in luck, having those Four Roles might be the most solid covering possible in a four player group. Navigators can be extremely deadly but the collateral balances that. Just make sure the navigator knows how easily he causes friendly fire. You might also wish to give the navigator scrutiny as an Elite advance to make him useful in Space Combat.
  15. I can point out that there are plenty of weapons without hands on them but that's a bit beside the point since your not looking for that. Below are links that might help: Reaper has plenty: https://www.reapermini.com/Miniatures/treasure%20chest/latest/02313 https://www.reapermini.com/Miniatures/treasure%20chest/latest/77138 https://www.reapermini.com/Miniatures/treasure%20chest/latest/03518 https://www.reapermini.com/Miniatures/treasure/latest/77250 https://www.reapermini.com/Miniatures/treasure/latest/02554 https://www.reapermini.com/Miniatures/treasure/latest/03118 https://www.reapermini.com/Miniatures/treasure/latest/03111 https://www.reapermini.com/Miniatures/treasure/latest/03112 https://www.reapermini.com/Miniatures/treasure/latest/02320 https://www.reapermini.com/Miniatures/treasure/latest/02540 https://www.reapermini.com/Miniatures/treasure/latest/02652 Otherworld miniatures isn't without either: http://otherworldminiatures.co.uk/shop/dungeon-furniture/df3-treasure-items/ http://otherworldminiatures.co.uk/shop/dungeon-furniture/df3b-treasure-set-ii/ and then we have Ristulus: http://ristulsmarket.com/178-robotic-gear-basing-kit.html http://ristulsmarket.com/277-fantasy-treasure-chests-kit.html http://ristulsmarket.com/278-cursed-fantasy-treasure-terrains.html http://ristulsmarket.com/284-crystals-basing-kit.html Personally I'm not too fond of Frostgraves treasures but maybe: http://www.northstarfigures.com/list.php?man=195&cat=498&page=1 There are of course plenty of more if you search around but these should be more than enough I think.
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