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Kaihlik

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  1. [i just previewed this and the tables are all screwed up but I don't have time to fix them so sorry about that] I wrote this for my current DH2 game which is a continuation of a DH1 game (hence the example being Calixis sector based). I am not a huge fan of just rolling influence for everything as I tend to feel a lot of the time it doesn't make sense. I also realise that counting thrones is often uninteresting to many players so I designed this system primarily to serve as a mechanic to drive narrative interactions with other factions. It forces the players to seek out allies to help support their activities. I gave my players 3 starting Benefactors that were the Calixian Conclave, the Ordo Xenos and Amalathian faction (kind of, its complicated). They can go to each for resources but each has their own Obligations and Risks that mean that they might prefer to seek out new sources of revenue. The Resource Pool All resources for the group go into a shared resource pools that should be tracked on the resource sheet. Spending Resource Points Resource points can be spent to acquire items or purchase services. The amount or resource points something costs is determined by its availability. There are no costs for Near Unique or Unique items, the GM can determine that these cannot be bought at any price or he can set their value at whatever he desires. For Plentiful and below the price is 0 and players are only required to be able to find them to purchase them, for these availabilities instead of using the Craftsmanship Modifier increase the availability by 1 for good quality and 3 for best quality. Costs Availability Cost Ubiquitous 0 Abundant 0 Plentiful 0 Common 1 Average 2 Scarce 4 Rare 8 Very Rare 16 Extremely Rare 32 Craftsmanship Modifier Quality Modifier Poor 1/2 Good x3 Best x10 Services Costs Services are charged at a weekly rate for ease of bookkeeping it is advised that the players add up their standard monthly outgoings and pay every 4 weeks. Living Costs - 1rp per week This is the cost of common quality food and accommodation for 1 week and is equivalent to what an average manufatorum worker would expect to pay. Players with access to the Resource pool may find that they need to pay their living costs out of it. Staff/Acolytes - 1 + 1rp per week/1000xp An Inquisitor can end up with a large staff performing the tasks that they don't have the time for. They may also acquire acolytes that they send off to perform investigations of their own. More experienced acolytes demand higher wages and so as a general rule for every 1000xp a NPC has they require an extra 1 resource point per week in upkeep costs. Benefactors A Benefactor is a an individual or organisation who is willing to provide material assistance to the player group. The Benefactor can be associated with a particular player or players within the group, these players are known as the Contacts. Only players who are Contacts can make requests for resources. If the Benefactor provides a monthly income then use the highest influence bonus from the list of contacts. The Resource Level determines the resources that a Benefactor is willing to provide the players, in addition the more influence the players have the more resources the Benefactor will be willing to provide them. The Resource Levels are listed in the table below. Resource Level Monthly Request 1 3 x Inf Bonus 3 x Influence 2 6 x Inf Bonus 6 x Influence 3 9 x Inf Bonus 9 x Influence 4 12 x Inf Bonus 12 x Influence 5 15 x Inf Bonus 15 x Influence A Benefactor can provide only so much support to the player group which can be provided on a monthly basis or in one off amounts. Whether a Benefactor provides monthly support will depend on the nature of the relationship between the players and the Benefactor. Being in good standing with a Benefactor is helpful when making requests for resources from them. The groups Standing modifier is added when making request for resources. The modifiers represent the state of the relationship that the players have with their Benefactor. The groups Standing can change based on their actions towards their benefactors. Ignoring Obligations can cause standing to go down whereas going out of their way to provide assistance can cause their Standing to go up, the current standing of the player group is left up to the GM to determine. Modifier Great +30 Good +20 Positive +10 Indifferent +0 Troubled -10 Bad -20 Terrible -30 Each Benefactor will have their own agenda and as such whenever resources are provided there is a percentage chance that it will trigger an Obligation, certain Benefactors may also come with a Risk that is either known or unknown to the players. An example of an Obligation would be if the Acolytes were charged with eliminating a rival of their Benefactor. An example or a risk would be a Benefactor that has been infiltrated by a rival. Obligations and Risks are rolled together as a single dice roll that is made secretly by the GM, when setting up a benefactor the GM should decide the percentage range for the Obligation and Risk, these may overlap. If there is a different risk for monthly payments then they will be given in brackets. After making a request for resources the players will need to wait a length of time before they can politely ask again. If the players make another request before this period is up they will automatically trigger an Obligation (still role for any Risks). If the players have not completed a previous Obligation for that Benefactor then any further requests are automatically declined (and the players Standing may suffer further). Acquiring Resources Depending on the Benefactor resources may be paid out in a monthly amount and/or as a one off payments at the request of the players. To make a one off request the players must pass an influence test and modified by the Standing modifier. In addition if the user has the appropriate Peer talent they can apply that bonus to the test. If someone else in the group has the peer talent then add +5 for each player who has it. Monthly payments come in every month and do not require a resource test although they can still trigger obligations and risks. Once the test has been made the GM can then roll to see if Obligations and/or Risks are triggered. Obligations Obligations are requests that are made to the players to perform a task in exchange for the resources they have been provided, generally the players will be provided with the resources before the request is made but under certain circumstances (such as if the groups standing with the organisation is particularly low). Obligations are only ever rolled if the influence test to acquire resources is successful. Risks Risks are negative experiences that can occur from making requests of powerful organisations. It can take a while for a risk to manifest depending on the nature of it. The risk percentages should always be kept from the players. Depending on nature of Risk it may be that the GM will roll for it even if the Influence test to acquire resources is failed. An example of such a risk would be if an noble was providing support to the players against the wishes of his families patriarch, the act of making the request could tip the patriarch off to the relationship. Example Uriel has a Benefactor in the Skaelen Har-Hegemony who he has kept in contact with since his days working alongside Rogue Traders. The Skaelen-Har Hegemony are a Resource Level 3 Benefactor and provide him with a monthly stipend of 27 resource points (9 x his influence bonus of 3) through an intermediary. Uriel has been expanding his operation recently and is running low on funds so he turns to the Hegemony to make a request for more support. Unfortunately Uriel left the company of Rogue Traders in less than friendly circumstances and some in the Hegemony still retain ties to his old employers, thus there is a slight risk that work of his current whereabouts will make it back to them. He decides to take the risk and rolls his influence of 37 plus his standing modifier of +10. He rolls a 22 and the Hegemony agrees to transfer him funds. The GM then makes his Obligation roll in secret, he rolls a 09 which is the worst case result for Uriel, not only do the Hegemony request that he helps them in their efforts to be awarded a contract but word leaks out of his location. It won't be long before assassins are on their way. Benefactor Name Contact Resource Level Monthly (y/n) Standing Obligation Risk Cooldown Skaelen-Har Hegemony Uriel 3 yes +10 01 - 10 (01-03) 08 - 13(n/a) 30 days Obligations: Help acquire contract to provide food and medical supplies for the Kudrun PDF Risk: Word of Uriels current whereabouts make it back to his previous employers who hire assassins to eliminate him.
  2. Or if you kill your opponent you can move into someone else so that you can't be shot as easily by other enemies and maybe save you an action in the next turn if they stay in melee. @SgtLazarus - you make the off hand attack as part of the same action as the main attack so as far as Im aware you couldn't split them like that.
  3. Kaihlik

    I Need A GM!

    Ok but here is the harsh truth, there are far fewer GMs than there are players who are looking for GMs. If you want to play a game in person then posting on a board that has probably less than 30 regular posters and 100 posters in total spread across the entire globe looking in order to look for people in your area who want to play is not going to work. Your best bet is to look for an RPG group in your area and try and join it, if you have tried that and failed then posting here is not going to solve your problems unfortunately. A better bet if you just want to play is to try roll20 or another site like that and try and join a group that plays at your time, if you are lucky then you can also join a group advertising for a game you want but if not you may be able to steer them in that direction in future. The reality is that if you are a player without a group you can't be very picky especially in what is basically a niche game.
  4. On topic, the Ciaphas Cain stuff actually does say that sisters basically don't engage in romantic relationships (Cain is surprised in the story). This one example is a sister that has retired to a training role in the schola. I don't remember seeing anywhere that schola are gender segregated as some previous posters have suggested. I am willing to be proven wrong on that. Remember that none of the other careers that a Schola Progenium student can go into are gender segregated so it doesn't even make much sense for them to be. In the Cain book in question the Schola students were just portreyed as at a stage where they had been seperated into their future roles in their final years and were recieving specialised training before being sent on to their respective new lives. Remember as well that a Sororitas could retire from active service even if its not especially common. I don't think there is anything that says that being Sororitas is until death. So yeah I don't think Cain is inconsistant with other fluff interpretations of the Sisterhood. The example given in that book is portreyed as an edge case and if you consider (like most things in 40k) that the fluff for the Sisters in the Codex is basically a generalisation then it works fine with both version. Also because it has been brought up before Chaste does not equal celebate. What is considered Chaste is different from culture to culture and while the Imperial faith is like the catholic church in many ways it is also different in many. The Emperor wasn't really known for his declerations on personal relationships so it is hard to imagine that there is much doctrine in the Imperial church about sexuality beyond probably the need to propogate the human race across the stars. I can easily imagine that even this would be tempered by the need for proper population controls in certain environments (space craft for example) so is probably a message tailored to a specific audience like much of the churches teachings.
  5. Microsoft is going to make it possible to recompile your Android/iOS apps into universal apps so it might make sense to wait for a windows version. The universal app would also run windowed on a desktop environment in windows 10 so you would be killing 2 birds with one stone.
  6. While everyone is jumping on the Psykers are great bandwagon I'm going to urge caution as a GM. The issue I have with Dark Heresy Psykers is that they are far too worth it. They basically have powers for every situation and fairly quickly reach the point where they are safely casting and completely devastating. I once had a psyker kill or incapacitate the 12 or so guards that were meant to deter a fight before they got to even act and this was in a scenario where the players had little of their gear. It can make other players resentful when the psyker basically gets to do everything in the party, he healed better, he killed much quicker and had the most knowledges and it just became a note of friction in the party who felt that one player was hogging all the spotlight. Early ranks they can do things like cause fear that can incapacitate large groups of enemies before a fight even stars and have loads of other easy to cast utility. At rank 4 psykers just begin to outstrip everyone else and by about 2.5k experience you are probably looking at psy rating 3, a willpower bonus of 5, invocation +10 (+20 for psy focus) and a power well. This means that if he takes the turn to invoke (very easy if they are initiating a combat or are in a non combat situation) their static bonus becomes 11 and can roll between 1 and 3 d10s. If they take Fire Storm for example then they can throw 2 dice at it and it its very likely to cast and on average overbleeds by 1 level meaning that it does 2d10+5 damage in a 6m blast which is a lot more damage than anyone else is going to be doing at that point in the game, it will also set everyone on fire which due to how horrific fire is means that most of the enemies caught in the blast will be incapacitated. They get alot more powerful as the game goes on. A psyker in my game at rank 5 used that power to cause 60 damage to a group with some good rolls. Also remember that at that level even 1 dice at fearful aura can cause fear 3 and 2 dice makes fear 4 not out that unlikely. So I urge that you think about psykers carefully because they have the potential to take over especially if the other players aren't going to reign them in.
  7. Just as a point the Evade rule says that the target must be aware of the attack and not be Surprised so thats not really an issue in my eyes.
  8. Yeah I don't know why I said that to be honest, typing without thinking really. It forces a bit more movement from what I've played with it as players have to move out from behind cover. I personally don't think the prone thing is too big a deal. You can still fire from prone at no penalty and incoming fire becomes harder to hit so it's not the worst thing in the world to happen to you. The issue is that it pins you down and makes leap up an important talent for melee fighters who rely on dodging. I don't see it as overly hurting the defenders because the 2 options are prone for -20 to hit on subsequent shots and or to go into full cover which is obviously a huge benefit. If leap up was really hard to get then maybe I'd see the prone as a huge downside but it's only tier 1 with an easy prerequisite and a general aptitude. I do think I need to reword something though since the dodge attempt is meant to happen before the prone penalty kicks in. The prone penalty would only apply to the second dodge not the first. On explosives. I think this is one case where my other house rules which make damage much more dangerous to take that make this one work. We use a system we call quick death where damage sustained past TB causes critical results. This means, that someone with T3 and 2 AP who takes a 11 damage hit would take a critical result of 3 to that location (there is a bit more to it than that but that's the basics of how it works). Since we have this I also use the old version of RF so 10's do extra damage instead of crits. Because of those factors explosives are way more dangerous in my game than they would be in most other people's.
  9. Good job on this. As an idea for another talent maybe one what swaps out another aptitude to represent more specialised conditioning. In Engram Implementation it should be "raise" instead of "rise".
  10. So yeah I should probably have explained my reason behind each change. The changes to dodge were to stop players just standing out in the open and relying on a combination of dodge and fate point re-rolls to keep them out of danger. A prime example was when a player ran up to in front of a heavy stubber and just rolled dodge to mean he wouldn't take any damage. It was just strange and immersion breaking that he could just basically stand there and do nothing (since he didn't move) while this heavy machine gun blasted away at him. My original change meant that you had to head for cover but I got complaints from my players that this was too restrictive for dodge so I added in the ability to throw yourself to the ground to try and avoid incoming shots. The new rule makes it much better to stick close to cover but doesn't leave a player completely high and dry if they are caught in the open. If caught in the open they can hit the dirt (which is intentionally a negative of being caught in the open) making them harder to hit but also nerfing the second dodge if they have step aside. At that point it would be down to the players teammates to suppress their opponents to try and get them out of that situation or kill the ones that theaten anyone caught in the open. In my opinion (feel free to disagree) it opens up a range of new choices and dynamics in ranged firefights where you can effectively suppress/pin down and eliminate enemy forces that get themselves out of position while making cover a much more mandatory consideration for players thinking about survival. So yeah prone isn't something you opt into really its the negative for being to far from cover to get there. On the grenades thing I did mention that I upped blast weapon damage by 2. This means that a direct hit does more damage than previously but someone just caught in the blast of one will be less likely to be killed. If I'm honest here this one is more a result of Only War than Dark Heresy where the Blast Quality got up to 15. The idea is to make it so that there is a more interesting dynamic than just is your AG bonus high enough. It also means that every time you get hit by a blast weapon you have to make a choice on whether to dodge it or not since even if you can't escape all the damage the chance of a reduction by 6 for even a relativity low AG bonus character is often worth taking the risk. In terms of Frag grenades its rarely a factor since most characters have the required AG bonus of 3 to dodge them anyway. What it really now turns blast weapons into is dodge soaking weapons which strip dodge attempts from the target in order to ensure that the bigger more dangerous weapons go through. In Dark Heresy it pretty much only affects the Frag Missile since most of the time since there are few opponents with a AG bonus of 2 that also have the ability to dodge worth a ****. It actually makes the Frag Missile a great opener for players as it will likely take up a whole bunch of dodges from targets with only one shot and the increased damage means that if it does hit its intended target its going to do more to him. So yeah, that's my thinking on why I have made those changes. As a group we extensively modded our game which includes often increased weapon damages and a more dangerous wound system and I don't expect most people to agree with our system changes but they work for us. I just like to put my changes out and see what other people say.
  11. Here is some changes to the dodge rules that I have made to try and make combat a bit more fluid. We have only had limited testing so I'm not sure how well they work out in gameplay but the idea is to have it so people can't just dodge gunfire standing out in the open and continue on. They either run for cover or they hit the deck. Coupled with this is a change to the blast rule where weapon damage drops off with range which allows people to dodge blast weapons even if they cant get completely out of their range, to compensate I also increase blast weapons damage by 2. Let me know what you think. (sections in bold are changes) Dodge (Agility) Dodge is the ability to avoid blows in melee, duck incoming fire or leap out of the way of falling debris. It combines nimbleness of movement with trained reflexes and an awareness of all kinds of danger. A character can use his Dodge Skill to dodge either melee attacks or ranged attacks. Dodging attacks is a made in response to a foe’s successful attack. If dodging a ranged attack the character must do one of 2 things. If he is within his agility bonus meters of cover that he can hide behind he may move into that cover, if he is not he must go prone but can move up to half his Ag bonus in meters. If the character is already prone he must move at least 1 m and can move up to half his Ag Bonus in meters. A success indicates that the attack has been avoided and it does not hit the character. In the case of attacks which cause multiple hits (such as automatic fire) each Degree of Success a character achieves on his Dodge Test discounts one hit from the attack. Any excess hits not discounted by dodging are then applied to the character as normal. The GM may call on a player to use the Dodge Skill when: They are attacked in melee. They are attacked with a ranged weapon. They need to avoid hazards such as falling wreckage or leap from a collapsing bridge. Dodge Modifiers +10 - You are on higher level than your opponent (At least a meter, the GM may determine that this must be more depending on the circumstance) -10 - Your opponent is on higher level. -20 - Character is in a tunnel, corridor or other confined space where there is not a lot of room to manoeuvre. Blast (X) Many missiles, grenades, and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon, anyone within the weapon’s blast radius in metres, indicated by the number in parentheses, is also hit. Blast weapon damage reduces the further away from the blast that you are, each full meter from the blast reduces the targets damage by 2 so a person standing 3m away would reduce their damage by 6. Roll Damage separately for each person affected by the blast. Evading Auto-Fire, Multiple Attacks and Area Effect Attacks Some attacks—such as those made with grenades, flamers, or guns firing semi-automatic or fully-automatic bursts—are especially difficult to avoid. When Dodging an area effect weapon (such as a weapon with the Blast or Spray Qualities), a successful Dodge Test moves the character away from the center of the blast up to his Ag bonus in meters. If the character is unable to be moved out of the way due to an obstruction of some sort (such as when they are within the confines of a tight corridor), then the Dodge Test automatically fails. When Evading Swift Attacks, Lightning Attacks, Full Auto Bursts, Semi-Auto Bursts, or any weapon with the Twin-Linked Quality, each Degree of Success on the Dodge Test negates one additional hit. When Evading weapons with the Storm Quality, each Degree of Success on the Dodge Test negates two hits.
  12. There was about 2 weeks between Tome of Decay being released in print and the PDF. I don't think its usually as long as 1-2 months. I usually see it being 1-2 weeks. On the release date its on Esdeviums website for this week so it should be in European stores when they get their delivery for this week. I'm going to see if I can get one tomorrow.
  13. That still wasn't really their call to make though. The correct thing to do was still to go through proper channels. If it doesn't work out at that point that isn't their fault. Taking actions into their own hands when they had absolutely no authority to do so is the issue and they can't really prove that the correct channels wouldn't have worked. I'm not going to discuss this too much though because I have to run the trial.
  14. But the inquisition would have stripped his rank and then he would have been fair game. The point she is making that if they had enough evidence to act then they had a solid enough case to go to the Inquisition with it. If their case was too weak then their justification for an attack was also too weak. If a Carta Extremis was issued authorisation would have come down from Inquisitor Caiden. No Imperial captain would be in any doubt of their rights at that point. At least that's the view of Lehana Quartez as a loyal Arbiter who believes in the rule of law and the might of the Imperium. As to their judges views, that is for their trial. The main thing working in their favour is something that you won't know because it didn't come up was that Favenro was bonded to a Halo device and recovered from near death in a matter of minutes to wreak havoc on the command decks of Port Wander. They have a case for a defence, we shall see if they can make it. Also I just noticed that the player didn't change their name so it should say Che Losep not Mertis. I'll fix that when I have time. [FIXED]
  15. Interrogation of Subjects Involved in Inquisitorial Incident 2412/XBT/IIIV “Termination of Inquisitor Favenro without prior authorization”. Interrogating Officer: Arbites Lehana Quartez Subject: Che Losep Location: Arbites interrogation cells of Port Wander Notes: A guardsman should obey the laws of the Imperium. His answers suggest that his duties in the Inquisition have corrupted him from the Imperiums purpose. Clearly his moral fibre and faith in the Emperor were not strong enough. ++++BEGIN TRANSCRIPT++++ Arbites Lehana Quartez: Hello, my name is Lehana Quartez. Before we start I need you to please state your name and what you do for the record. Che Losep: I am Che Losep, former guardsman and currently working as an acolyte employed by inquisitor Severus. Arbites Lehana Quartez: In what capacity do you serve Inquisitor Severus? Che Losep: As part of an Acolyte cell, my general duties involving investigations, as directed by Severus, often on detached and autonomous deployments. It can often be the case that a cult, once discovered, will attempt to resist arrest forcibly - or at least withdraw from the planet - meaning we are generally allowed the authority to take lethal action as circumstance and our discretion dictates. Arbites Lehana Quartez: So your role within the cell is investigative? I thought you said you were an ex-guardsman. That seems like an odd role for you to fall into? Che Losep: within the cell, the investigation duties are split between all of us, i take a lighter share personally, as my more primary role is to provide fire support as and where necessary. Despite this, i have been called upon to serve, temporarily, undercover in several situations where my military background allows me to ease into the local mercenary scene. Arbites Lehana Quartez: So you would characterize your role primarily as a combat one? Che Losep: Yes, I would.I have light medical training, which often allows me to bring some limited post-mortem analysis to bear, when required, during the course of investigations Arbites Lehana Quartez: Would you say that your cell is primarily focused on combat roles? Che Losep: I would agree that's a very significant component of our overall capacity, and that all members are capable combatants within their own specialities. I would personally rate Panzer as the most dangerous member of our team - in sheer ability terms. Arbites Lehana Quartez: Would you say that you are a capable group at taking prisoners alive? Che Losep: Taking live prisoners is difficult, as those committed to heretical cults are often invested to a great extent, and value the integrity of their cult's secrets over their own loves this can lead to them fighting to the death, far beyond the intimidation or injury level an 'average' criminal would commit to before surrender thus, because we face extreme - and often fanatical - opponents, we tend to use extreme force. Overall, i'd rate our success at capturing live prisoners as low, and note that i don't think any of us are particularly suited to non-lethal combat Arbites Lehana Quartez: Can you tell me what your plan was for the assault on Favenro? Che Losep: To attack whilst we knew his location, as his resources allowed him a huge range of mobility and opportunity to disappear nearly anywhere in the galaxy. We had the intention to take him alive, but his personal combat abilities far exceeded our initial estimate, and it became a necessity to hit him with anything and everything, just to sustain our own lives. I believe our general plan for capturing him alive was to subdue or kill his close associates inside the house, and to arrest Favenro with force. It was hoped that by injuring him, and reducing his capacity to resist, 2 or 3 of us could hold him down and bind his hands. Effectively our strategy boiled down to: break in, kill the bodyguards, and rush Favenro to tie him down. I had hoped to sedate him with several injections of stimm from my medkit; that may sound counter-intuitive but once the 2 minutes of sustained energy has passed, the debilitating side effects would have rendered him an easy prisoner Arbites Lehana Quartez: So you planned to kill the bodyguards. Do you not feel that as agents working for an Inquisitor that they should have been considered protected by the Inquisitions authority despite any crimes you perceived that they were guilty of? Che Losep: I saw them as agents in service of an alleged rogue, and knew that our resources and capability would be stretched just to take Favenro alive, therefore I - and the cell in general - prioritised the life of Favenro due to his higher rank. Had we the ability to simply stun, arrest and imprison all of them, that would have been our course of action. Unfortunately we had to use our on-location discretion to make the call, and decided that they were ultimately expendable in the pursuit of bringing down an allegedly rogue inquisitor. Arbites Lehana Quartez: As a guardsman of the Imperium, how highly do you rate its laws? Che Losep: Very highly of course, but the law can in some circumstances be wrong the lawmakers themselves are fallible, as they are human; only the Emperor is utterly without weakness. Thus if it comes to pass that the laws of men must be broken to better serve the will of the Emperor, it is something I am willing to do. in this circumstance, I believe the harm that could be caused by a rogue inquisitor, and the cult of corruption he was an integral part of, far exceeded the collateral cost - however regretful - that was necessary to bring about his capture. Arbites Lehana Quartez: So I take it that you are not aware of the fact that the Emperors laws are considered to be holy. That to go against them is considered heresy? Can you tell me the purpose of the Inquisition as a body? Che Losep: I am not a theological scholar, of course, and possess only an interested layperson's understanding. The purpose of the inquisition as a body is to root out and eliminate the corruptive elements of society, regardless of how highly they are placed or behind what power they hide. Without the inquisition, a planetary governor would be beyond any law, as no one would have the authority to investigate him, or call him to account. by extension, other highly placed and self-monitoring individuals would be able to wreak havoc without reproach - such as a fleet admiral or imperial general Arbites Lehana Quartez: In fact you are incorrect. An Inquisitor is outside the law. The Adeptus Arbites police the law for everyone including planetary governors. An Inquisitor is answerable to no one but his peers. He has mandate to go anywhere within the bounds of the Imperium and do anything. To prevent him in this is a crime. In order for his power to be revoked an Inquisitor must be judged by at least 3 of his peers which custom dictates would be senior members of the local conclave, so called Inquisitor Lords and they would judge the evidence against him and declare sanctions up to and including a Cartis Extremis which is a death sentence. Until the time that such a thing happens an Inquisitors actions carry the full weight of Imperial law, to fail to aid an Inquisitor or to prevent him from achieving his goal is crime against the Inquisition and as such against the Imperium. Is it your estimation that your cell had the authority necessary to launch an attack on Favenro? Che Losep: We did not, at the time, have a specific mandate to assault him. I am both hopeful and expectant that a retroactively applicable sanction will be made against him, in vindication of the actions we took. Arbites Lehana Quartez: So an Inquisitor can be attacked and killed without authority in the hope that someone would agree with you afterwords? Did you even have permission from Inquisitor Severus to launch an assault on Favenro? Che Losep: In general, and taken out of context, that would be a terrible suggestion. with the evidence we had gathered, and knowing of the difficulty involved in tracking Favenro if he had chosen to hide, we acted with best discretionary judgement to take him down before he could cause uncountable destruction through the corrupt statue cult. We did not have permission from inquisitor Severus to launch any assualt. We did send an astropathic message asking for further instruction, as the circumstances on the ground were more advanced and dangerous than we believed he knew of. We acted without a reply to our communication, as the time pressure effectively left the call in our hands. Arbites Lehana Quartez: But you were gathering evidence on the locations of the statues and you knew each ship that was to transport them. Had you waited you would have even had their routes and would have been able to pass all this information to the Inquisition who could have apprehended each ship using the resources of the Sector. Not one of those artifacts would have touched Imperial soil and in all likelyhood Favenro would have been captured with everyone, tying up this conspiracy in one neat package. Instead your rash actions have let the Nights Voyager escape into the Koronus Expanse with a hold full of Artifacts and could return one day to threaten the whole sector. How can you possibly claim that your actions were justified? Che Losep: We felt that Favenro had to be apprehended whilst the opportunity existed, and I think the scale of the operation prompted us to move in on him - our confidence in a 100% stop rate of the ships in question was very slim. In essence, we didn't trust that the navy's assets could intercept all of those ships and Favenro, so we decided to make sure of it ourselves. At least, to the extent that we could. Arbites Lehana Quartez: You did not believe the fleet of an entire sector was capable of stopping 2 warships who were operating independently and several lightly armed transports? The most powerful of which fled from your botched attempts to stop it? Does your arrogance know no bounds Che Losep? Che Losep: I'd say it's that i was overawed by the scale of corruption and could think of no other way to stop it. Meshed with a limited faith in the capacity of navy resources, stretched as they are by other commitments. Stopping then would not be a problem, but committing units to the search, i felt at least some would escape. Arbites Lehana Quartez: If that is your response I feel there is no hope for you. You have admitted your guilt here and I believe that your trial will bear this out. Pray to the Emperor for it is him who will judge you in the end. ++++END TRANSCRIPT++++
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