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Leogun_91

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Everything posted by Leogun_91

  1. Deadline247 said: Lure of the Expanse portrays the Kroot mercenaries you run into on Footfall as being rather difficult to communicate with (says they speak broken Low Gothic punctuated by lots of avian noises). Is this universal for all Kroot or is it just confined to this particular group? Kroots can mimic any sounds so they shouldn't have to hard a time to communicate.
  2. N0-1_H3r3 said: Minor point; I'm not a playtester. I'm one of the writers of Into the Storm (and Edge of the Abyss, and other forthcoming books).Is it too early to ask questions about Edge of the Abyss?
  3. Make more missions planetside. Running around on a big ship is only a problem if they spend time running around on a giant ship. Allowing them to have the ship as a means of transportation only and have them walking around securing trade deals and simmilar things on different planets might be better. An even better idea is however to introduce the ship the same way you would a hive city, have different parts of it, have people they get to know, have organisations working on the ship, have other important characters popping up, make the ship feel less like a ship and more like a city.
  4. LordMunchkin said: The second is descended from DnD where you can slaughter whole tribes of natives, loot their village, and run back to civilization to be praised as heroes. My favorite counter to this is to have NPC's react to this behavior in way that contradicts how they see their character. It could be as simple as a friendly NPC cringing in fear when he angers the player. Or you might have a playwright send them the script of their latest work, all based on the genocide of a people the player conquered.I actually think the second type fits perfectly well for an Imperial Noble, they belive they are paragons of good but wouldn't think twice about killing innocents if they gained fame or fortune of it. I would just make them meet others that act in the same way. Either they step away from the sort of behaviour and I can point them to those guys when they act in that way, or they embrace it and understand that they are the same kind of bad guys that rules the Imperium.
  5. Houserule it by using the stats from the back of the book with a made up advancement scheme. If you want random stats I would quess that removing 11 from all stats and adding 2D10 to them should do.
  6. Captain Harlock said: Leogun_91 said: Captain Harlock said: Grand Inquisitor Fulminarex said: The Clipper is a full size vessel, not a tiny Firefly. "Serenity" is more like a large lander in 40k terms. The clipper is 3km long and 400 meters wide at its fins. It has 14,000 crew. Its HI is low, and it cant be equipped with additional armor. It does not give any info as to what rule-wise this extra speed does for it though. The Manoeuverability is a +25. I am not sure what this does in terms of actually moving cargo. I would have thought that having the ship would increase profit in cargo endeavours or something. The Q-ship rules are not vast. It does not say how the hidden weapons affect gameplay, just that they are hidden until the enemy is up close, and then gets blasted. A Ok so the vagabond is still the smallest ship then a, while the manouvrability puts it on par with a merchant raider. This is what I was getting at. In age of sail terms a clipper was a small fast ship that was meant to move perishable comodities from the colonys back to the old world quickly (ie tea/exotic fruit) and I wanted to know if this reflected in the fluff. Im suprised its 3km long, just short of the size of a light cruiser and 14000 people... must be quite an empty ship. Or a ship filled to the brim with valuables. 5000 of the 14000 crew as ship board enforcers eh? Voidsmen can be so untrustforthy nowadays... They could just have very good ship board enforcers at all exits. It doesn't matter what objects the crew gets their hands on as long as there is no way for them to leave the ship with it.
  7. Captain Harlock said: Grand Inquisitor Fulminarex said: The Clipper is a full size vessel, not a tiny Firefly. "Serenity" is more like a large lander in 40k terms. The clipper is 3km long and 400 meters wide at its fins. It has 14,000 crew. Its HI is low, and it cant be equipped with additional armor. It does not give any info as to what rule-wise this extra speed does for it though. The Manoeuverability is a +25. I am not sure what this does in terms of actually moving cargo. I would have thought that having the ship would increase profit in cargo endeavours or something. The Q-ship rules are not vast. It does not say how the hidden weapons affect gameplay, just that they are hidden until the enemy is up close, and then gets blasted. A Ok so the vagabond is still the smallest ship then a, while the manouvrability puts it on par with a merchant raider. This is what I was getting at. In age of sail terms a clipper was a small fast ship that was meant to move perishable comodities from the colonys back to the old world quickly (ie tea/exotic fruit) and I wanted to know if this reflected in the fluff. Im suprised its 3km long, just short of the size of a light cruiser and 14000 people... must be quite an empty ship. Or a ship filled to the brim with valuables.
  8. The dynastys ship in my RT campaign is named Barbossa. The intresting part is that it was named so just to irritate the explorator player who has hatred (Pirates)
  9. I just bought Lure of the Expanse and will send my Explorers through it......due to my Explorers accidentaly going in the direct opposite way from the Expanse and my prepared Into the Maw scenario I still haven't introduced their three rivals (gained during character creation) and thought I could take this opportunity to do so. So I ask you which of the allies/rivals that are most intresting and fun in the scenario, I have read to the exit of footfall and therefore the introductions (deciding that Abel Gerrit is not one of the rivals as he is new to the Koronous Expanse). So I ask those with experience of the scenario which of the rivals that are most fun. For further info the band is made up of 6 explorers with their own goals, a Rouge Trader that got his warrant by suprise and is getting the hang of it, a Void Master fiercly loyal to the dynasty (corruption has caused him to drink motoroil alot), an Explorator searching for Archeotech and to improve his equipment, a Seneschal intrested in Xeno artefacts (corrupted by travels in the webway and dancing with harlequins to laugh every time someone mentions Slaanesh), a medic (DH character) making deals with the ships Hullghasts and a techpriest (DH character) secretly working for the inquisistion (only he and the Explorator knows).
  10. These are great, the site says that I must be logged in to like them but I still like them alot. Great work.
  11. There are 38,2 AUs between Eris and the sun in our solar system, one AU is 150 million killometers, a Jericho Class pilgrim vessel moves 3 VUs (or 30.000km) per half hour, this may be adjusted by a skilled pilot or tech priest, that means that one AU takes 250 hours to travel, or rougly 10 days. So it would take 398 days to travel from Eris to the sun, this is greatly modified by ship type.
  12. Make yourself VERY important to the RT: Step one: Next time you are planetside arrange a meating with the Inquisitor of the world. Tell him that you wish to supply him with information about the RT regularly as you fear that he may abandon the ways of the Emperor (as he is an enemy of the Ecclisiarchy this should be appretiated), each month you send an astropath message and if more then half a year goes without any messages the Inquisitor is to assume the worst and mark the RT as a traitor. Also ask for a loyal bodyguard of Inquisitorial Stormtroopers just in case. Step two: Start preach of the emperor to the crew and espesially highlight the sins the RT commits, make sure that most crew replacements are made from pilgrims and other zelous followers of the emperor.
  13. Von Todkopf said: It's an idea. Maybe slightly convoluted, but an idea. If anyone volunteers to GM a game here, I'll gladly take them up on the offer. I could do it. I would do a fairly open game though (the players decide what to do and I decide why it isn't as easy as they think) so if people want a more mission based game someone else will have to do it. I could use a co-GM though as it's my first play-by-post GMing (I have GMed many normal roleplays but no play-by-post).If someone else wishes to GM I would like to be a player though.
  14. Svarte Hanske said: Fighting for lies because the truth would rip asunder something they care about, like the imperium. Right now my players are wondering what to do with an inquisitor that is in their vessel's luxury quarters. She has made speeches to calm the crew, held services for the crew in one of the cargo holds and generally made the crew more zealous. Problem: her speeches also tell the crew to constantly check for mutants, heretics and other enemies of the God-Emperor. Two of the players are mutants that want to "space" her. Another problem: the rogue trader is worried since the inquisitor command such power and the crew love her. The RT is afraid of a mutiny and the inquisitor takes over the ship. But what can they do? If they kill her the crew will be angry and quite possibly burn the officers on stakes. If not, the crew would atleast tell others about the murder and the RT's dynasty would be hunted by inquisitors, most likely become permanent enemies of the whole of the imperium. Make a fake mutation on the Inquisitor and make sure that one in the crew finds out (or place chaos worshipper symbols in her quarters to the same effect). Another idea is to kill her close to a planet and say that she had to leave for urgent matters.The greatest idea is to get another ship from, say pirates (or maybe they allready do have one) and then gift the first one to the Inquisitor, she can't really refuse such a generous gift by so influential people....which will place her in a strange posistion having to on one hand be gratious to the players and on the other curse them silently as she can't do squat with a ship other then see her coffers emptying trying to upkeep it.
  15. Sister Callidia said: I think you need to ask yourself the question: What is keeping this race from trying to conquer the Koronos expanse? They have the capability with their voidships, they have advanced weaponry to rival the other races in the sector. So why do they content themselves to trading? Are they pacifists, are they a dying race, perhaps they just have the one planet or they are from another sector and now they check out the opposition before sending in theif fleets of conquest. Are they a threat to humanity or not? Once you know their motivation, you can make them more interesting. Yet it is numbers and risk evaluations that keeps them back. There aren't too many of them yet, they could possibly conquer a poorly defended planet but at too high a cost for it to be valuable. They have their homeworld and a few colonies (with more springing up at an alarming rate) but it is only their homeworld that can be considered properly ihabited yet as the others are more like stations that provide reaserch, vacation spots or reasources. They are also weary of the technology of humans and other xenos, the Ranamapuraelians use mainly lasweaponry (being poor melee fighters by nature their Electroflails are more for intimidation and trading) and while their lasweapons are at least equal to human ones they are little compared to shuriken catapults or boltweapons. Their armies are as previously stated fully mechanised but they are still equipped almost solely with longrange lasweaponry, meaning boltweapons and meltas are a nightmare for them. They have high reasources to call upon would a war occur but starting one would be too high a risk for too small a gain (but hiring Kroot and human Privateers might fit their alley perfectly). They are a potential threath to humanity but currently they would be blasted appart if a war occured. They are motivated by worldly goods. Money, high value tech, anything expensive.
  16. I recently made a character with a player (for that player) and having gone through a dark voyage and met xenos we wanted to decide which kind. As he didn't like those of the books and made one through the xeno generator (for Dark heresy but it works wonderfully for RT). Thus was the Ranamapuraelians created. They look simmilar to the Kaminoans (and are of rougly the same size) but change colour depending on the season. They are greedy and hightech but wear little cloths (being fairly cold resistant) except during high heat when they wear special cooling suits. They are not very spiritual and prefer cash before gods. Their technology is based on fullerene (http://en.wikipedia.org/wiki/Fullerene) and they have invented, amongst other less relevant technologies, Superconductors, Warptravel, Electroflails and lasweaponry. Their armies are fully mechanised. Their most common warship is the Far-range Covert Mega-Frigate which exchanges sheer firepower for a far superior range. An Average Ranamapuraelian has the following stats: WS 22 BS 34 S 23 T 25 Ag 23 Int 45 Per 32 Wp 25 Fel 24 A Far-range Covert Mega-Frigate has the following stats and rules. Speed: 7 Manoverability: +17 Detection:+16 Hull Integrity: 48 Armour:19 Turrent rating: 1 Weapons: 2 Dorsal Long-range Megalas (Str 4, Damage D10+1, Range 15, Crit rating 4) So I need help with fleshing them out and making them more intresting.
  17. Bilateralrope said: Santiago said: Good Quality M.I.U. for the Void Master Best Craftsmanship Powersword for the Rogue Trader if he discards his normal power sword Good Quality Lath Pattern Force Field for the Seneschal Good Craftsmanship Dragon Scale for Explorator Light Power Armour with better powersource for the Arch Militant Good Quality Navis Prima for the Navigator I don't think I'll allow trading up for personal gear so that power sword, being the only one that doesn't fit my interpretation*, is out. Especially since the next step after the free acquisition is letting them make a large number of acquisition tests using the groups profit factor. He doesn't need to start with a powersword though, he could have a BC powersword and a BC monosword, one in each hand.
  18. Have the bidders bid to some of the players in separate rooms and let the players try to make sure they bid high. Then some other players mingle with the crowd of bidders talking about how valuable an artefact it is but how they unfortunately can't afford it and giving "tips" on what the others bid and what it is "worth".
  19. N0-1_H3r3 said: Deadline247 said: 1. Advanced Origins (includes 6 new home worlds and lots more) One of the chapters I worked on - I'm particularly proud of the new Lineage row for the Origin Path, as that was all my idea. Could you tell us more about those lineages.
  20. I belive I allready answered that but I'd prefer a Rouge Trader or Navigator but is fine with mostly anything.
  21. Funniest startingpoint: Hand him the Imperial infantrymans uplifting primer. A good start would be to read the intro all 40k BL books have (that single page describing the setting) and then telling him what a Rougetrader is. Now you send them out and describe things as you go along, as this is Rougetrader you can have planets of unknown xenos and strange phenomenons often enough so that he isn't the only one not understanding what's going on and who those guys are
  22. If there is still a place left I'd love to take it, I'd prefer to play Navigator or Rougetrader but I'm fine with any class.
  23. DM Variyn said: Leogun_91 said: One of the players is a Freeminded Arch-Militant who have been deemed heretical by the Ecclisiarcy for thinking for himself and noting that the emperor may not be the best person ever to live. (He got enemy (Eclisiarchy) upon generation. Soon a Freeboota Kaptin will join the crew with a shootabomba. We may get a Kroot Player too. I'm happy I'm not in your game... the Inquisition is going to burn you all. Also I must ask, why is a Ork willing to join a Human ship? He'd never willingly be a lesser to anyone. Human, Ork, or otherwise. Not to mention his own ****....really his crap... will turn into orkz or orky spore creatures within a few weeks. The ship will be taken over by orkz. Good luck Rogue Trader dealing with that. Why he would want it? They give him nice stuff, freebooters are not unknown to work as mercenaries and this one works as one, He is allowed a spot in the hangar with his fighta bomba but not to stroll freely in the ship. Sure the inquisistion would like to burn them if they found out what was going on and even then they would have to hunt them down, the Kuronous Expanse is a large place and the Rouge Trader has good relations with the Navy so the inquisitor would not have an easy time bringing the Rouge Trader down.
  24. One of the players is a Freeminded Arch-Militant who have been deemed heretical by the Ecclisiarcy for thinking for himself and noting that the emperor may not be the best person ever to live. (He got enemy (Eclisiarchy) upon generation. Soon a Freeboota Kaptin will join the crew with a shootabomba. We may get a Kroot Player too.
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