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Everything posted by TheMadGM

  1. Considering the species in 40k are vastly different alien races with unrelated genetics, your best bet to model this in the universe is genetic manipulation, which IS canon! ...But also immensely heretical. I believe there's something about it in one of the Dark Heresy books, though I can't quote page numbers. My suggestion is to take the Unnatural Origin birthright from Into the Storm, tweak the talents it provides to your liking, and possibly finagle a custom homeworld origin if you feel like doing actual work.
  2. Modern Fantasy, so fantasy stuff happening in a modern world... not entirely unlike World of Darkness or say a Shadowrun game run during the Awakening. I was fortunate in having attended GenCon and I picked up the book there. I've enjoyed it so far, not quite done with it yet.
  3. "I just got that Rogue Trader preview adventure downloaded off the site since they posted it, want to try it as a break from (other game)?" "Sure!" We haven't stopped playing since.
  4. I allowed the higher-rank starting characters to make a choice based on the following houserule: For every level beyond the first, you get one -10 further down the Acquisition chart (so a level 1 character can get one 'scarce' item, a level 2 character can get one 'rare' item, etc.) Instead of just getting one big item, you can choose multiple items, so long as their total Aquisition penalty doesn't exceed your total allowed by the above (so a level 4 character can get one 'rare' and one 'extremely rare', or two 'very rares', etc.) Didn't get a lot of abuse, but then again my group is small.
  5. two steps from hell - to glory This has practically been the theme song to my game. 40k may be dark, but my players are epic trailblazers, by God.
  6. The two most popular Archaeotech items in my game have thus far been pretty simple and unassuming, but the uptick from the norm made the players happy: A two-handed powersword with the equivalent of a Captain's Baton imbedded in it (eventually will be used to get access to a superior ship).An advanced synskin with slightly boosted stats in addition to a psychic sense baffler that provides a penalty for psychic senses attempting to locate the wearer.I have a number of other 'tweaks' of common items like boarding shotguns (with integral mono-axes) and wide-angle lasguns (shotgun lasers!), but the above items really took on a charm of their own even though they didn't do anything really game-breaking.
  7. I'm very hopeful this is a silver lining around the dark cloud that was Fireborn's passing, and I'd be overjoyed at it's return... hopefully with the system tweaked so it's a bit more proper. Never been a fan of Hickman, but I will prob'ly pick this up to support a spiffy setting.
  8. Just got my copy, and I've done my usual initial skim of the material inside. I just wanted to thank FFG for getting this book out. It's the one I've been waiting for since I started running my RT game. Kudos, gents (and gals!)!
  9. I run for two groups, one real group with my wife and a very good family friend, and one online with three players.
  10. TheMadGM

    Art prints...

    Lightbringer said: How about this for an idea: double sided posters that have some of the fantastic artwork from RT on one side and a re-working of the Koronus Expanse map on the other, with loads of new details and surprises? And the same for the Calixis Sector? Oh man, I'd love full-size poster maps for any/all of the sectors.
  11. TheMadGM

    Art prints...

    A good number of artists have their work available on DeviantArt. You might be able to request prints from them. There are tons of other great artists that have 40k work on there that isn't FFG-related, too.
  12. I've been preparing index cards just like I've been doing with my endeavours when I run them. I list weapons, most used special abilities and skills, important traits, wounds, and armor. If it doesn't fit on the card, it's not worth knowing, so I try to only list stuff that's going to be relevant (usually only combat-oriented stuff). The cards look something like this: Lined Side: Enemy Name/Type (Wounds / Armor) >Attributes listed out with unnatural attributes notated as such< Skills Block | Traits Block -Blank Side: Weapons Block Special Powers/Psyker Powers/etc. - I prep things beforehand, sometimes a couple weeks in advance (since I generally know what direction they'll be going once they've committed to a task). I also have a few "generic" foe cards, so over time I've built up a small stable of "mook" cards I can pull out when I want to do something outside the story's flow to slow things down, or when the PCs surprise me and do something unexpected. Taking an hour just to pre-prep once a week goes a long way to making things crisp when we get down to business.
  13. My group has two ships now, the Chalice of Faith, a transport, and the Golden Raven, a raider. They started with the raider, and eventually after some finagling with some other traders in the region they bought the transport. Note I only have two players right now (despite an enormous amount of effort to find a third - still looking!), so it works out. The Chalice is equipped with a single sunsear laser battery, but it's armoured up the wazoo. The Raven is fully equipped with a compliment of macrobatteries, and it has a teleportarium. So far they've managed to destroy, that I recall: 2 Ork Cruisers 7 or 8 Eldar Raiders... and their starbase. and at least one imperial pirate ship. Usually how it goes is the Chalice sits back since it's sluggish as hell and has crazy range with the sunsear battery. The Raven will swoop in and run down opponents. The teleportarium really goes a long way towards being able to disable opponents quickly. By the time the Chalice gets into range it's all over... her commander is the MIU-equipped Seneschal who has a knack for rolling crits.
  14. I use a mixture of old VOID, AT-43 UNA, Imperial Guard, and the cheap plastic D&D minis My players use a Kasrkin and Malifaux miniatures There are also some great-looking WarMachine figures as well (my personal favorite rogue trader-looking guy is a Arcane Tempest Gun Mage that I've been using as my group's Rogue Trader's nemesis). The nice thing about the 40k setting is that just about anything can fit, from feudal swordsman and rogues up to sci-fi starship troopers.
  15. Biggest thing my group has so far done is screw over an imperial governor, and get away with it. Bear in mind this is over many months of once-a-week game sessions, and we've been playing since the game came out. I've been running things with the idea that some areas of the Expanse still function as though they're under Imperial control, even though they're hard to reach and generally seperate from the Imperium thanks to the maelstrom. After a string of endeavours, the PCs were looking for colonists for a habitable world that they'd just discovered. Trudging through some mess with the Administratum to get required permits (itself a **** adventure - my group's Rogue Trader is practically religious about avoiding "imperial entanglements" that would come back and bite him), they went around looking for goods and equipment and colonists. Then they realized Lucin's Breath wasn't particularly far away. They touched down and made some deals, but their arrival piqued the attention of the local imperial governor, who invited them to dinner as honored guests (mostly due to the RT's familial background). Over dinner, there was some discussion, and one tidbit I brought up was rebellion of miners he was having difficulty quashing. Entrepreneurs that they are (and being players that chew on "scenery conversation" like the best of 'em), they offered to try and negotiate a settlement so that mining can continue... and in exchange they wanted some resources to go towards their colony. The governor was blaise about the whole thing (he intended to just off the rebels anyway), but offered them a chance. With the governor's blessing they descended into the mines, and after a few run-ins with mining servitors that were given murderous instructions, fighting off a drilling machine, and being trapped in a cave-in during a fire-fight, they found the rebel miners and were able to calm things down enough to talk. Over the course of the discussions, it was explained that the governor was working them to the bone and neither paying them nor feeding them, and they were basically just trying to get supplies so they could survive (they were basically spending their whole lives underground toiling in the mines, as I was running things). The RT & crew leaves some of their own goods as a gesture of goodwill, in the hopes it will hold the rebels out. A few things were discussed around the gaming table at this point, and as a group we decided that there was probably some obscure law that allowed grievances to be filed with the Administratum against governors who were simply not taking care of their citizens. I reminded them that this would probably take forever to push through, but the RT -did- have contacts in the Administratum and a few other bonuses with imperials, so he was pretty confident. He suggested the miners go and gather their supporters and prepare for his return. Thus, they take the miner's side in secret, and narrowly avoid drawing some unwanted attention from the governor's forces (the local PDF, arrayed around the entrance to the mine and ready to pounce if given the order). Some good rolls by their navigator, some fun warp run-ins, and they're back to Port Wander. Some good roleplaying combined with a ridiculous roll on the RT's part (it was like an 04) got the Administratum moving faster than it has since the Emperor was around. They were given permission to remove the governor from power in any way they saw fit, with the Imperium's blessing... on the sole condition that they will be sending their own man as a replacement. They return to Lucin's Breath to find things strained but stable. The rebels have mustered what they could in support, but the governor has still been wringing them dry. The players shmooze their way into the governor's palace, and in a very brief gun battle over dinner with his honor guard, set him ablaze with hellgun fire. Crispy-fried governator. A brief little civil war occurs until the new governor shows up a few weeks later, and everybody's happy. The end result of all this is that they're in good with Lucin's Breath for raw materials and they have a bunch of miners who went with them to this new world as colonists who are already pretty well trained for combat.
  16. Someone brought up in another post: I checked the FAQ real quick, and discovered: Anyone have any other ways of working with this issue? I was considering using a 5"x5" cardboard template to show where the horde's "area" is, but that seems a little too tight if the magnitude description of "tens, scores or hundreds" of individual creatures is right. :
  17. theDevilofWormwood said: TheMadGM said: If it wasn't a free-rpg day thing though, I'd be muttering about the heavy focus on combat. Great for getting attention from neophytes, but I look for a little more substance. I'm definitely looking forward to seeing more of the other tasks Deathwatch kill-teams might tend to. Uhh... not to be critical, but this just strikes me as odd. <snip> Light on substance? Perhaps. But they're called kill-teams for gods sakes! I know I'm harping on the naming conventions here, but I really am curious to know what you expect from a kill-team other than, well, killing? You answered your own question. I want more of this: theDevilofWormwood said: To FFG's credit though, even in a combat heavy adventure they did provide opportunities to do other things rather than just shooting/cleaving renegades. There were moral concerns for friendly forces, opportunities to engage in battlefield investigation and negotiation, and even some political concerns in regards to the planetary Governor. And it was all in a context that worked: war. There's other stuff to do. I'm looking forward to seeing what other things are suggested to add to the mix there, is all.
  18. I've been running Rogue Trader for many months now, so I was looking forward to Deathwatch as a diversion we can fiddle with now and then. I drove for 45 minutes to pick this thing up (to the only store in my state participating), so I was pretty happy with the free stuff I got (not just Deathwatch )! The Hordes rules are great, and I'll definitely be porting them to Rogue Trader (angry primitive natives? you bet.) I was a little disappointed at the included marines, but four is a fair number for a party, and they are only pre-gens after all. The Demeanours mechanic has me curious, giving you a basic mechanical benefit for actually giving an attempt at roleplaying (and is probably a good idea in a game where the entire party is made up of combat monsters). This is something that could be ported to other games with no real effort, and will get newer players into the idea. I agree with Dvang below that it's more of a full-blown adventure than a one-off, and to me that's a bonus. No inclusion of a map of the area puts a little more work on the GM's shoulders, but it gives you some flexibility. If it wasn't a free-rpg day thing though, I'd be muttering about the heavy focus on combat. Great for getting attention from neophytes, but I look for a little more substance. I'm definitely looking forward to seeing more of the other tasks Deathwatch kill-teams might tend to.
  19. N0-1_H3r3 said: I just clicked to the 1 hour mark, listened to the interview, and then stopped. Danke! Figures, if I'd just listened to it for another 60 seconds or so... le sigh. Anyway, I was glad to hear the interview. I'm a little weirded out by the inclusion of the orks as PCs, but hey... maybe the other race'll be Kroot (betting it'll be Eldar though).
  20. This podcast was a wretched chore to listen to. The first hour seems to be these guys just faffing about. Can someone give me the timestamp when they talk to him, because the Xbox achievement award sfx has gotten -extremely- old.
  21. I'm trying to relocate the fonts, but it's been kind of a pain! http://www.dafont.com/dark11.font - one of the ones I've been using for title text on some handouts. http://www.dafont.com/dear-joe-four.font - Another good one, for handwritten script http://www.dafont.com/aquiline-two.font?text=17 yet another fine handwritten script http://theminiaturespage.com/rules/scf/wh40kresources.html - there are 40k fonts located on this page, just do a CTRL-F and search for "40k Icons", they're right below. You can find a ton of "stock" images on deviantART that are parchment you can use for free so long as the originator is credited. I've had some of these parchment images for a while, but I'm pretty sure I just grabbed them off Google Images.
  22. I've been running a game on the Northeast side for about three-four months. We've got two players and myself.
  23. My group already put DH down in favor of Rogue Trader. Dark Heresy was great fun, but Rogue Trader played more into my tendency to run games where the players have a significant amount of power. We've been playing it for at least three months, and I have no plans on putting it down for an extended period of time. Regardless, I'll be picking up Deathwatch because I've been happy with the treatment given the other two games, and because my players had an interest in mucking about with some SPEHSS MUHREENZ for a change of pace... including the female player.
  24. Just picked it up from my FLGS... after finding out Amazon wasn't even posting a ship date. So far so good, gonna use the Eldar stuff in my next game this Sunday, methinks...
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