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monkyman

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  1. dosan said: there are so many gray areas in Warhammer 40000 that , for a storyteller, is kind of scary . The trick I find is to see the gray areas less as scary places you might go against cannon, as cannon is often obscure if not outright contradictory, but as opportunity to do what you want. The vastness and verity within the Imperium and the vagueness of fluff leave you room to create. Street gangs that modify manufactora castoffs into bikes, go for it. Agroworld where crude farming machinary is largely maintained by civilians as the AdMech are too busy experimenting to create new crops, sure. A feudal world claimed by the AdMech resulting in techology being used like magic in classic fantasy... actually that's mentioned in the inquistors handbook.
  2. Not to go completely off topic, but humorous Orks can work too. Mind you this was a Rogue Trader campaign, and so the theme was closer to high adventure then creepy terror, and my group would put humor into any campaign, but still it can work. Indeed we when full bore into funny land. The GM had found an obscure (most likely reconned) bit of fluff mentioned gretchens planning a communist revolution. First 3 hours we're hillarous. Warbosses argueing with each other in classic Ork speach, every time quoted communist propaganda in his high pitched gretchen voice I laughed so hard it hurt. Captain ends up playing two warbosses against each other and leading the gretchens to "cease the means of production". The next hour was awesome. We attack the first Warboss and his Nobs, Captain Flasheart insists on fighting the Warboss (who had a powerclaw) by himself. Awesome ensude. Then the other warboss gets wise to our plans and attacks wearing Mega-Armour. Two inferno pistols, a melta-gun and a stormbolter latter... Then things got terrifying as the GM described in detail what exactly a gretchen revolution looks like. The guy's a big war buff, and knows a he cherry picked from the worst he'd read.
  3. Nwarf: (need to think of a better name, not dwarf) An abhuman species found only on Nathas, Nwarves are well adapted for survival in the harsh wastes of there world. Hairless and stocky, Nwarves are resilient. Though no less intelligent than a normal human, a Nwarfs stubbornness makes it difficult for them to learn new skill. Once learn though a skill is never forgotten, and a Nwarf will dedicate years to perfecting a craft. Stats: S 32 T 43 Agi 24 Per 30 Int 30 WP 38 Fel 22 Resistance (Heat, Poison), Die Hard Traits: Nwarven Focus: a Nwarf must always have a goal which they are trying to achieve. Pick a skill associated with that goal, the nwarf may reroll any check of that skill when used in pursuit of his focus. However, if the he ever passes up a chance to pursue his goal, he takes a -10 penalty to all checks for the next day. Abandoning a focus that has not been completed requires a -10 WP check. Whether the check succeeds or fails, the nwarf gain 1d5 insanity points. Muls Muls are the product of crossbreeding Nwarf and a human, typically slaves and unwilling participants in the heretical act. Despite the clear heretical nature of the act, the breeding of Muls is a common practice on Nathas, for Muls make ideal slaves. Stronger and even more resilient than their nwarf fathers, Muls are able to work for hours without tiring. Additionally the crossbreeding transforms the will and hardheadedness of the nwarf into a mental slowness and passivity far more appealing to task maskers. Though not as big or strong as an Ogrin, Muls possess enough intelligence to complete tasks without constant supervision. Muls are always sterile and thus crossbreeding remains the only means of their production. Stats S 40 T 48 Agi 30 Per 30 Int 20 WP 22 Fel 23 Talents: Resistance (Heat, poison), Die Hard Traits: Natural Armor 1 (this armor only counts against primitive weapons) Tireless: A Mul does not suffer the -10 penalties to checks for having fatigue points
  4. Much delayed but here they are Halfings: Halflings, as the Ratlings native to Nathas are called, scarcely resemble there counterparts on other worlds. Though of similar size (typically 4 feet in height), the conditions of Nathas have hardened them. In place of the normal Ratling servility and weakness, Halflings possess an iron will and a remarkable fortitude. Halflings are found only in the forests found at the base of the mountain range that mark the northern and western borders of the Nablelands. They are deeply territorial of this region, and are known to kill and eat any outsider who dear enters them. Despite these cannibalistic practices, Halfling society follows the main tenants of the Imperial Creed. The Emperor is worshiped as the “Ruler of Earth and Sky” who commands all the elements. Though a Halfling will typically pray first to the element connected to a given task, any prayer must end with and acknowledgment of the Emperor. Tribal elders pass on the secret signs of faith; the double eagle, the =I= of the inquisition, the eye in I of the adepta astro telepathica, and the winged bolt (the symbol of the Emperor’s Thunder the only space marine chapter known to have visited Nathas). An outsider presenting on of these symbols might be able to negotiate with the Halflings. Common Halfing Hunter stats: S 25 T 34 Agi 43 Per 32 Int 28 WP 30 Fel 24 Talents: Resistance (Heat and Fear), Primitive Weapons Training (melee, basic, pistol, thrown). Skill: Awareness, Dodge, Tracking +10, Survival +10, Navigate (Surface).
  5. It depends on your groups playstyle and the particulars of the combat involved. My group used a gridmap about half the time. The determining factor was not the number of combatants but the complexity of the terrain. If it was realitively simple to picture the terrain in your head then there was no need for a gridmap. If it would be hard to keep track of who has cover from where, how many people can move/shoot through a given area, etc. break out the graph paper. For Space Combat we started with a grid, but quickly moved away from it in favor of just using minis (from axis and allies) and a tape measurer. It makes it a lot quicker and looks a little cooler. A word of warning though. Using 1 inch= 1void unit means that the combat can take a lot of space, and using anything smaller will make the size of the mini matter a lot. Pick a single point on the mini to represent the actual location of the ship. As for keeping track of ranges when using narrative combat. It's pretty easy until you get into close range, aseven a pistol uses range incriments of 30m. The main trick is to not worry too much about the little changes in distance (30m vs 40m), and instead focus on the flow of the battle (are the enemies close, or densely packed). Unless your group are sticklers for details, play flows better if you just fudge it and move along. Once things get into melee/point blank range, it's a very different mindset. I found it helped to think of the combat as invidual clusters of violence, keeping track of who was in melee with who for each and everyone else in the cluster being at point blank.
  6. Back to work. Because Nathas is a deadly place, I realized that an acolyte dieing during the campaign was a distinct possiblity. The replacement character would have to be native, so I started working on Nathas as an home world. This would also work for having a Nathas character in a different champaign. Start with the Feral World Template then. Replace the Rite of Passage trait with the following. Nathas Native Skills: start with Speak Language (Nathas) and CL (Nathas) Wastewalker: You start the game with the Resistance (Heat) talent. Also, you receive a +20 bonus on all Survival rolls to find water in arid habitats and a -20 penalty to all Swim checks. This is the most basic idea. I'm less sure about the next trait. Terrors of Nathas: The weather is not the only thing that makes Nathas deadly. The Native lifeforms are deadly and often have strange connections to the warp. Other humans can be just as dangerous, as raiders, slavers, and witches travel the wastes preying on the weak. Surviving in the enviroment has scared and toughed you. Effect: You start the game with Resistence (Pyschic Powers) and Light Sleeper talents and 1d5 Insanity and Corruption Points. I'm also considering having City-born Nathans being a completely different origin, based on the Hive Worlder template. However I've been distracted by working on a templates for Halflings (nathas-born ratlings), Nwarves, and Muls.
  7. so I abandoned this idea half finished some time ago as my group moved from Dark Heresy to Rogue Trader. Never got a chance to work Nathas into the Kronus Expanse, sadly. Now I've moved and left that group behind and am in search of a new one. To occupy myself I'm going to finish up Nathas. Then I'll be able to send a new group of acolytes to if I can find one and convince them to give it a try. Basic idea is to have a pretty long campaign on Nathas, starting at Rank 1 or 2. My RT campaign showed me how out of control high end equipment (inferno pistols etc) can get, and part of my reason for wanting this setting is that even acolytes starting gear will be pretty high end by local standards. Hopefully this will cut down on the rush for gear. Also throwing around the idea of having the first session be just the trip to Nathas aboard a Chartis (sp?) ship that can only make short 'hops' in the warp. The ship is one the few that ever visit Nathas, and the trip will take several months. During this time the Acolytes will be able to do try to gather information on Nathas from the ships crew and the administratum documents given to them by their Inquistor, and acquire equipment they might need to survive on the planet. Depending on what they do they can get Common or Scholastic Lore (Nathas) as either basic or trained, speak language (Nathas tribes), or something else along those lines. Or the players might do something to suprise me.
  8. awesome another DH player in Kalamazoo. I just moved back, need to find a group. Mgmbonkers(at)gmail.com
  9. Hodgepodge said: Rogue Traders get involved in the dirty work because only they and their top staff have the gear and training to handle difficult situations. Exactly. This hasn't been a big problem in my group as our Rogue Trader is a massive gloryhound, but they typically bring along a fair number of men as support. Every single time a large number of these men wind up dieing horribly. Indeed the main benefit of the extra men is to keep a some of the enemy busy killing them. Sending in more men to kill a genestealer/bloodletter/War Boss will just result in more dead men. Add to this the fact that it is very difficult to equip and train a large body of men. The PC's can easily outfit themselves with bolters and carapace, but equiping the hundred plus armsmen is far more difficult.
  10. Supporting Dalnor on all points. Creatures Anathema is a good buy if you want a bigger bestiary. Especially if your looking to include cannon stuff like Eldar, Orcs, Genestealers, or Ambulls. The Dark Heresy Core book also has a few important beasties, mainly the demons. Though if your using those, be sure to get a current edition or use the errata. After that, or besides that, the system makes it really easy to make up your own xenos or other badies. My prefered way is to look through RT, DH, and CA for something similar to what I want then mix, match and adjust to fit my needs. Here's an example, I wanted some deadly xeno construct to attack the groups. So I started with the Bronze Malifects from CA (you can find it's stats in the CA preview), another deadly machines. I'd described my creatures as four armed, with large eyes stuck to the sides of their heads that could let them see behind themselves. So I changed out the Malifects special attacks for a flat 3 attacks, dropped strange physology and unnatural senses, and added combat mastery. Now it fit the general idea of what I wanted. Next I busted its stats to better match the parties power level. So I gave them armour plating for a total of 6 AP, so that their armour would actually matter against some guns. Then I gave them +10 Agi and the dodge skill, because I wanted them to be agile and dodge would make them live far longer. For increased offense I gave them a +20 to WS. Lastly I added Fear 1, because I though it deserved it. I ended up with something very different from what I'd started with (one players thought I had used a weakened version of the genestealers), and the whole thing took me about 5 minutes. In short, it's very easy to make up your own aliens and other baddies, but you should pick up Creatures Anathema because it gives you more places to jump off from. Actually that not why you should pick up CA. You should pick it up for the 12 pages of GM advice in the back. The section on "More than just rolling dice" should be required reading for any GM, in any game.
  11. IMHO changing the basic rules for pen and damage would be dangerous, difficult, and unnessary, as they work perfectly well for everything except power armour. Weapons and armour counter each other in ways that feel right and make for good game play. Primitive weapons become ineffective against armoured opponents. Flak is very useful against standard weaponry, but does not make you invincible and is countered by man-stoppers. A character in carapace can wade into lazgun fire and is decently protected from man-stoppers. Bolters destroy normal targets in anything less then stormtrooper carapace. Etc etc. Also most DH PCs will have TB between 2-5, and 2-6 points of armour. Pretty similar ranges, and you can see how both will matter in gameplay. The problem comes when you try to add power armour to the mix. This is what happened with my RT group. Getting stormtrooper carapace is pretty easy, even best quality is very attainable. That’s 6-7 AP. This is fine, but it raises the question of why anyone would get power armour. +1 AP, but -30 to move silently, +10 to attacks against you, and a 1-5 hour time limit. Even best quality power armour is really not worth the effort. A PC in my group went through a lot of effort to get a suit of best quality (with some extra goodies). He is still the most fragile member of party, because he has TB 3 and 9 wounds. I think the best solution is just to increase the AP of power armour. Say AP 9 for light power armour, AP 10 for normal, keep all the other rules the same. This should be enough to make power armour proof against small arms fire short of a bolter.
  12. Bilateralrope said: Gregorius21778 said: As for the exploding chain weapon, I'm going to compare its damage range against the PCs in their typical armour* when I get a chance. Then I'll think about altering how much damage it does or how often it triggers. *The RT doesn't like wearing power armour, the others wear it whenever they think it appropriate. They all have, or are trying to acquire subskin and cranial armour implants. So at least half the time they won't take any damage from it. Remember that Power armour has a 1-5 hour battery life, give enemies +10 to hit, makes a butt load of noise, and isn't that much better than best quality carapace. From experiance I can tell you that an Orc with a chainsword can still do plenty of damage to a player is best carapace. Hell, I remember a player scoffing at three attackers with mono-knives, only to be furied for 8 wounds (after toughness ect.).
  13. As my group has also recently begun expanding its fleet (Started with a frigate, have now gained two raiders), I have been wondering much the same thing. Here's what we've been doing so far. 1) Population and Moral. Your own ships crew has known your dynasty for generations and is fairly loyal. If bought a ship and crewed it with a bunch of pirates off Footfall (the rules presented in the book for acquiring new crew pop. represent pretty much this), then you cannot expect such loyalty. If you captured the ship by convincing the crew to mutiny, then you should expect them to be mutinous. We haven't used hard and fast rules for this yet, but I'd consider having some combination of a penalty to max moral or to moral loses. This penalty is reduced if you've used veteran members of your old crew as officers (which starts to hurt you flagship if you do it to often), and is reduced further if crewed by members of the party with leadership abilities (the command skill or Air of Authority).* This makes a mutiny much more likely, and since the captain of the crew would be using their own skill to resist (only 30 if competent) a mutiny is a serious danger. Even without this rule, maintaining moral and population becomes harder has your fleet expands. 2) Splitting up your Explorers. A ship without a skilled party member is going to be much weaker than one that is. Compare your groups BS, Pilot, Tech-Use, and Command to that of the crews (for most i'm guessing 30). Unless your playgroup is huge, there will limit to the number of ships the group can utilize. 3)Outfitting a ship with a navigator and astropath is not easy. Circumstances made this especially hard for my group (only 2 navigators and 6 astropaths in total), but this is limited resource for any group. Also, I'd say that acquring more definetly takes more than just a few die rolls. Other posters have talked about this so I won't talk to much. 4) Multiple Upkeep Rolls. The book already mentions needed to make upkeep rolls for equipment including ship components. More ships means more components to maintain. *To throw some potential numbers around. For crews uptained by force or similar means there is -10 penatly to Max Moral, and all moral loses are doubled. If the command staff is loyal instead increase all moral loses by 2. If commanded by a PC leader, it is a -5 penalty to max moral, and increase all loses by 1. For piratical scum obtained at foot fall there is no penalty to max moral, but all moral loses are increased by 2 (1 with veteran command staff, no increase if crewed by a PC). This may not be necessary, I'll see how the first couple space combats go before with the new fleet first. The lack of Hold Fasts ect. may be enough.
  14. Arbentur said: Now I'm not saying you're wrong and I don't have a solution but if you use a simple ratio of hits and misses to your allies based on their simple failure to 'hit' their target what is there to stop JoBob McHorribleshot to say, "Well **** Cleatus you went and got into hand to hand with dat dere Genesteelar and I'm a horrible shot wit mah 'BettyJo' (heavy stubber) so instead of aiming for the Genesteelar that I'm neva gonna hit I'll jus aim fer you and sure right as rain I'm gonna land all mah stubs in dat dere purple freak..." It would become the favorite tactic of Cultists that are crappy shots with crappy weaponry when the 'Evil Genius' overlord realizes if they just aim for their own men they obliterate their enemies... I wish I had a thought as to reconcille this and make it work without GM fiat in saying well if you aim for your friend you will only hit them... Barring only hitting the other guy if you are in that -20 range that is This is why is specifically used the term "ally" in my posts. If you shoot at the enemy and miss by a lot you hit your ally. If you shoot at your ally and miss by a lot you... still hit your ally. That said the -20 range might be the right idea as those are normally described as "near misses" and those likely to hit another member of the melee, whereas very high rolls are often described as going totally wild.
  15. Nids Don't have Creatures Anathema on me, but I seem to remember Genestealers and Lictors having pretty nasty attacks (natural weapons so power field immune).
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