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    Zwolle, Overijssel, Netherlands
  1. Darth Fanboy said: If my guess is right and the coloured patches on the left of the Calixis map are the Screaming Vortex and Void Dancer's Roil, Port Wander (and the Rubycon II system) is under the words "The Halo Stars" to the left of the Drussus Marches proper. This is how I've been doing it, it fits.
  2. It means 'Rules as written'. So it refers to the rules as they are in the book, without any house-rules or adjustments for common sense.
  3. SwornEagleFeather said: Rift, I don't mean to be rude or disrespectful to this style of play, but it seems to me that this concept would bog the game down needlessly if you went above two or three players. A squad is at the least four individuals, which means each player has three flunkies....so you are looking at eight to twelve characters each time or more....which means you have at the least if you are giving them enemies to fight of equal size...at least ten to twenty turns per round....adding in the factor of additional rounds it would seem like combat has to take a significant amount of time. That aside, I commend the amount of work you put into the concept. It had to take you awhile to do all that. I am curious, does this mean you are using modified horde rules for the enemies? If not, then it seems like you would have a significant draw of time in combat compared to time outside of combat even if you have just one fight a session. Civil discourse is always appreciated, if all PnP players had similar likes and dislikes then we'd need only one system wouldn't we? But the slowdown is very marginal with the use of a battlemap and some markers I made, with simple info like horde magnitude and distance. Each round is about the same amount of time and we have a total of 4 players and 11 flunkies, not counting allies, aircraft, artillery strikes, minefields and armour. And yes, modified horde rules and enemies(no Tau Commanders with 90wounds) and a lot of standard weapons/armour on the flunkies side. Not a lot of extra damage on the horde's side but still no dodging/parrying so cover and planning becomes very important. My players have been playing for almost 9 years and like this style of play, but I do understand that it's not everyone's cup of tea.
  4. I'm already running a combo of Dark Heresy and Deathwatch, where the players are stormtroopers sergeants and each has several people under him. I've made up new Orders(solo) abilities and tactics(squad) to use as a small group or part of a larger assault featuring different components (for instance there is a Unit Tactic that improves both armour and infantry if they work together) largely based upon the Orders from the IG tabletop game. Players make DH characters and I make their flunkies at 1/2 XP, give them all things like basic weapon training las/sp, a standard armour and a standard gun with no real chance of looting things in the field(if you requisition it, you’ve got bring it back, and captured guns are nice, but ammo is a problem). Use DH rules for requisition and renown(adjusted to DH chars again). It might seem like a lot of paperwork and that rounds might get bogged down in dice rolling but after a single session my players got used to keeping the speed up. It's also very handy if you want to split the players up, so each squad can achieve their own objective, the player who's squad is in charge gives out the char sheets for his flunkies to the other players so they can have some fun too. Its a lot of fun so far, might have to type this all up into a cohesive document one day...
  5. To be really honest, both sides can bring some interesting tech to the table. Mass Effect cores for the Reapers and FTL, while the Imperium can bring warp-based weaponry and travel to bear. I mean, the Reapers can manipulate the laws of physics, but Vortex torpedo's rarely care about that...
  6. Maese Mateo said: auer said: It can be a group of armsmen, bodyguard. Actually, the rules say explicitely "a single item of +0". People are not items (plus you could only hire one anyway, not several bodyguards). I interpret that a little differently. I allow(and am allowed) to purchase small units of armsmen or house-hold troops and I really cannot see any reason why I should disallow it.
  7. If someone's going to pay 150,- for it, pics!
  8. Red Bart said: Thanks for the (quick) answers! Rift said: Correct on all accounts. The rear of a boarding torpedo functions as an escape pod and aeronautica can make short trips to ships in orbit, much like shuttles. Did you get that somewhere from the fluff, or is that your own interpretation? I can support the second statement. During the Third War for Armaggedon, Ork fightabombers were at a distinct disadvantage during the initial stages of the invasion as they had to reserve part of their fuel tanks to regain orbit and dock with their carriers, thus limiting their dogfighting time. Once the Orks gained ground and were able to establish airstrips the time turned dramaticly against the Imperial squadrons. Also, the Fury interceptor from Into the Storm has a mention that most of its patterns are capable of atmospheric flight. I'd assume most craft can perform in both situations, but with considerable less performance(as they are not designed that way). The first, I'm not sure if I got that from one of our other enthousiastic forum members or a semi-cannon eratta from FFG, but you could try searching for it on the forums. I think its the best explanation, but hey...if everyone subscribed to my world views I'd be Ruler of the World.
  9. Drhoz said: re: the aeronautical vehicles, I'd assume they'd be capable of short orbital hops, otherwise they wouldn't be very useful on primitive planets. Bringing the main ship, even into the upper atmosphere, would be a Very Bad Idea ( TM ), what with atmospheric drag, ram pressure, and the like., Good question re: torpedos - perhaps the rear section breaks away and heads back when it's done? leaving the armour-punching prow behind? Correct on all accounts. The rear of a boarding torpedo functions as an escape pod and aeronautica can make short trips to ships in orbit, much like shuttles.
  10. My personal concerns are directed towards that giant blob of death being within 6 meters. In a pitch black room. Fear test? I'd say so.
  11. Citizen Philip said: I was at a loss, I wasn't sure if it was something accidentally omitted (like photon flash) or a general rule for line of sight. The Ebon Geist (pg 378, core) for example has a 'fear-like' aura with a specific range (which coincidentally makes willpower tests to resist fear lower) - and I couldn't find a specific reference. Curious, how the fear aura applies in the dark.. since if I can't see it - because its dark - do I feel better about it? Tough call! I'd rather see it then HEAR it and not be able to see it.
  12. Everything can be airdropped at least once. Not that I would like to be along for the ride...
  13. Maese Mateo said: WHAT KIND OF NECROMANCY IS THIS!? =P 2.5 years. Sweet.
  14. A group of my acolytes actually got a 15kg bag of recaf in their mission kit once. It involved a stakeout, one of the players decided to brew a pot. It made him keeping 'Overwatch' easier. And I usually trade lho sticks with locals for info...
  15. Maese Mateo said: Zarkov N said: How long is a Navigator's work day when the ship is in the warp? Full time. They are connected to a life support system to keep them alive and working continously without breaks nor interruptions (the Inmaterium is too dangerous and unpredictable to be even a couple minutes without a navigator to guide the ship). If the journey is too long, another Navigator takes his place to allow the other one to rest. You can still make short warpjumps without a navigator, so I'd take this story with a half a metric ton of salt.
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