Jump to content

Varnias Tybalt

Members
  • Content Count

    2,036
  • Joined

  • Last visited

    Never

About Varnias Tybalt

  • Rank
    Member
  • Birthday

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Rimbo, Sweden
  1. Varnias Tybalt

    (1) My Son; (2) BC Retroing

    BrotharTearer said: Too be honest, there's not that much difference between running dark heresy and black crusade. Acolytes in DH already usually do pretty nasty stuff, slaughtering enemies left and right, and you're probably encountering even worse things during a adventure I'd have to agree with this. Sure, agents of the Inquisition might face tyranids, daemons, Orks and other "monsters" in their travels. But the elimination of human beings for "crimes" such as free thought or even trying to save their sick children by resorting to magic or something similar is well within the "job-description" of any and all agents of the throne. And considering that the Imperium of man is made up of millions of worlds with trillions of citizens, it would even be fair to assume that Acolytes and Throne agents are overall more likely to have to punish and execute human "criminals", hetetics, traitors and blasphemers than actually going toe-to-toe against aliens and daemons. Im sure your (the OP's kid) is already well aware of this if he's such a big 40K-fan as it is. I doubt BC campaigns is going to "harm" him anymore than a DH campaign would. Of course, it might be more of a case where the OP feels uncomfortable with playing such a game with his son, more than a suspicion that the kid is going to get harmed by playing? If so then I'd advice to try and remember that it's all just make-believe. You (the OP) knows it and im sure that your kid knows it too. So don't worry too much.
  2. Varnias Tybalt

    Spending big in the Imperium: Rules for buying entire planets

    Im not sure I agree with the idea of a Rogue Trader being able to "buy" a world or even "own" one in the traditional sense, because pretty much every writ of trade usually have some administratum clause which blatantly explains that all world s conquered and colonized by Rogue Traders technically belongs to the Imperium of Man and not the Rogue Trader himself. So while the Rogue Trader might have certain rights/priviliges to settle down and govern a world he or she conquered and might be able to build and own his personal estates, factories and fiefs, the world itself still isn't the Rogue Trader's "property" but rather a property of the Imperium of Man. It was the Imperium of Man who gave the Rogue Trader the methods to go out and conquer worlds in the first place and they would not be very likely to just "give up" their owning rights to all worlds conquered by human hands and let upstart Rogue Traders claim actual ownership of the resources of an entire planet. Still, that's not to say that a Rogue Trader could'nt "buy" a planet off of the hands of a population or minor Empire who don't belong to the Imperium of Man, and thus save himself the headache of having to use military might to conquer the world in question. But Rogue Traders buying and proclaiming themselves as the actual owners of planets just don't synch well enough with the setting in my opinion. Rogue Traders have "rights" to certain worlds, but not rights of ownership. It's the Emperor's planets and you can't have them!
  3. Varnias Tybalt

    Rules for a Teleportarium

    Just thought I should mention that our group have invented certain house rules for the teleportarium. One vital aspect of successfully teleporting several armed people acros large distances is the oh so vital homing beacon. The beacon itself is a bulky affair that pretty much ties up the hands of the beacon operator (think equipment similar to a portable vox unit used by Imperial Guard vox operators). Aside from that, every member of the teleporting party has to have a portable device with a live feed to the main beacon unit that constantly supplies the beacon with updated coordinates of the teleporting member's relative location. Otherwise the home teleportarium will have no way of knowing where you are and thus cannot teleport you back to the home vessel. This means that the party will pretty much have to stay together as a group and not stray too far from eachother, because if they do they'll have no way of getting back as quickly and efficiently as they arrived. Once they decide that they want to be teleported back home, the beacon operator initiates the relevant sequence of activation and this cause the beacon to send a massive, coded vox pulse capable of reaching across the vast distance of the teleportarium's effective range pretty much instantly (just imagine what would happen if the teleportarium didn't activate instantly an one member "sneezed" or something just before activation. The results would not be pretty). I have yet to create rules for pin pointed teleportation, and I assume that it would require a lot of difficult tech-use tests to be able to pin point the coordinates of a person not wearing the live coordinate feeding device and who's not standing close to a beacon unit.
  4. Varnias Tybalt

    Armour as a second skin...

    TorogTarkdacil said: Hm, why Minevra-Aegis Lascarabine hidden under the long coat comes to my mind *evil grin*. By the way, if it fits your story I think that leader could carry something more exotic and forbidden as Splinter or Shuriken pistol. Certainly. I just picked a needle pistol for this example because it's a pistol sized weapon and thus easy to conceal (meaning it fits the description of the OP's version of mercenaries who carry low key armament), and needle pistols usually fire envenvomed projectiles and if we're going with the rules included in the GM screen the GM i by no beans bound to use the "standard" poison for the ammuniton but could very well use other forms of nasty poisons. It can be scary to get shot with a norma bullet, but I'd say that it's even more scary to notice that you've just been hit by a syringe dart of some kind and that you have been injected with an unknown substance. Also, using this method is a pretty good way to deal with over confident assassins. The player playing the assassin will usually expect to be the sneakiest sneaky bastard around. He'll probably have stated out his assassin with all manner of increases in oncealment, shadowing, silent move etc. and pretty much think: "IM the one who sneaks up behind the backs of others!" In my experience, assassin players usually don't expect to be sneaked up upon themselves. So always remember that more people can play that game, and also remember that an assassin travelling with a group of people is more likely to have hi or her cover blown, unlike the NPC assassins or mercenaries who will probably try to split up when ambushing a party of player characters if strategy demands it. When you're busy dodging behind cover and fighting for your life against some well entrenched assailants with fully automatic weapons, who might even be lobbing grenades behind your cover, you're not gonna notice that unassuming boarded up window in the alley where the notorious "other guy" sits in hiding, carefully taking his silenced shot.
  5. Varnias Tybalt

    Cyber-Daemons?

    HeirofNagash said: Just some random blabber...what do you folks think? That it's a spanking idea! Though to be fair, Doom 3 has to be one of the most obvious sources of inspiration for a daemonic Dark Heresy adventure, but that shouldn't stop anyone from doing it if they have a neat idea for a horror adventure. One thing that I find getting in the way of the horror so expertly conveyed through the game though is the fact that a group of players are just that: a group. Part of what made Doom 3 scary (and pretty much any horror game really) was the fact that you're all alone in the dark with some seriously nasty things skulking about. When you have back-up in the form of several mates the situation isn't quite as scary. If I'd try to implement a Doom 3-esque scenario I'd force the players into situations where they have to split up and at best have some sort of vox communication with eachother (an unreliable vox communication of course that sometimes breaks down at the worst moment imaginable). As for enemies: well AdMech scientists who have become a little too curious about the power of the warp. The figurehead could be a secret daemon worshipper/ cult member. Like I said, it's a pretty obvious source of inspiration, but it works.
  6. Varnias Tybalt

    Armour as a second skin...

    Luthor Harkon said: The hired guns are rather low-profile in fact and the last thing they want to do is shock and awe the locals (after all it takes place in some kind of mid-hive area). Remember though, while something like a handcannon or bolt pistol might be a pretty hefty pistol, it's still just a pistol and could quite feasibly be concealed enough under certain articles of clothing without alerting local onlookers too much. Let's see how cocky your assassin is when he's hit point blank in the chest with a handcannon round. (those things hurt!) Also, it's something that mercenaries could be expected to carry. Stub pistols of the smaller kind are more like "personal protection" weapons for the common citizen rather than an outright assault weapon. Mercenaries wouldn't be very likely to use weapons intended for personal protection if they are going after a target, they would most likely use something that packs more punch or can spit out more bullets with each squeeze of the trigger. Also, if you'd like to REALLY put a scare into your players, have one of the mercenaries be a sneaky bastard who stand back while the others attract the attention of the acolytes, have him aim for a full round against an acolyte who can't feasibly see the shot coming. Then let that acolyte know that he's just been hit and injured by a needle pistol with a venom coated projectile. Then you can enjoy the cold sweat breaking out on the player in question. (even more: )
  7. Varnias Tybalt

    reasons for investigations

    MILLANDSON said: A series of strange murders, probably people totally unrelated to one another, found brutalised. With the emphasis on "strange" of course. I mean, people get brutally murdered every day and by the truckload on certain worlds (Hive Volg on Fenksworld comes to mind). To warrant the attention of the Inquisition the victim or victims would have to be important people somehow (perhaps Inquisitorial agents or contacts themselves?), or the circumstances surrounding to the murders has to show something above the average violence (like the authorities finding chaos runes painted in blood all across the crime scene or that the bodies show strange and unusual bite/claw marks or something like that). If it's just a bunch of poor sods who have been painted across the walls with a meathammer shotgun, the Inquisition wouldn't be very likely to care. Heck it probably wouldn't even warrant the attention of the local enforcers on most worlds (once again, Hive Volg on Fenksworld comes to mind). Ain't Imperial society grand?
  8. Varnias Tybalt

    Stats for Murder Servitors?

    ItsUncertainWho said: I agree that Murder Servitors should be a specific model or series of models all with the intent and only functionality of killing uncontrollably once they are activated. There should be a reason they are kept in cold storage when not in use. The only real question is- How mean should they be? That's the big question isn't it? Feel free to post some stats and configurations if you wish. Im gonna go over the stats of a few of the current servitors and see if I can shake something up.
  9. Varnias Tybalt

    Armour as a second skin...

    Luthor Harkon said: Well, I see it as a problem, because I think it is unrealistically to always wear rather uncomfortable armour. In reality most soldiers and policemen certainly do not wear their body armour during lunch or while on a shopping tour. It is simply too cumbersome. In an RP this does not matter, it is like this (at 3:50). Anyway, I simply think it is inadequate, when the players start thinking of AP as an inherent Toughness-bonus. I could deal out Fatigue points after a long time of wearing them, but I hope to find better solutions to keep players from always wearing the armour without unnaturally impeding the fluidity of the game. The replies were already very helpful in this regard. To be fair though, the player characters aren't "policemen" or "soldiers" in any traditional sense. And most of the time they operate well beyond any sort of "home" or "homebase" that they might have grown accustomed to. For all intents and purposes, the acolytes will often be "strangers" to whatever place their mission is situated, strangers to a place that might suddenly become hostile. Say that you were a policeman or a soldier in a regular army, and suddenly some schmuck with connections comes along from outer space, picks you up and say that he might have some use for you. You don't get to pack any particular belongings, you're basically scooped up with whatever you're currently wearing and carrying and whiked off to a starship and then you're sent to a world completely different from the one you've known for all your life. Your family, friends, co-workers or even your superior officer don't get a moments notice of your departure, and this schmuck with the access to the starship introduce you to a bunch of strange and wierd people of all manner of different backgrounds and looks. The schmuck just says: "This is your team and now Im going to send you on a mission on this new world that you've never set foot upon or even knew existed. You are to root out a bunch of hostile heretics, but they are staying hidden so you have to conduct some investigation. And you can't tell anyone you're working for the big =][=, you have to solve this on your own. Good luck." A harrowing shuttle descent and a few more moments pass by and suddenly you're standing in a dark, dank underhive where the people keep shy of strangers, look unnaturaly pale and all act in a manner completely alien to anything you've ever known, and you know for a fact that ANYONE could suddenly pull out a gun and start filling you with lead slugs. To summarize: policemen and soldiers have a luxury called "spare time", and they often have well defined boundaries of when worktime begins and ends, and when "spare time" takes hold, and when there's time to relax and unstrap the work gear. Acolytes of the Inquisition rarely get to enjoy such things, and it will most likely take years or decades of service to develop a natural sense of when rec time begins and when it's safe to relax. The bottom line is, picture yourself in such a situation. Would you deem it safe and appropriate to remove vital pieces of armour and leave your guns in the closet if all this happened to you? Especially considering that the very next night you and your group of Inquisitorial colleagues get attacked by a gang of cloaked men armed with autoguns and thus fulfilling the warnings that your "new boss" told you about when you were still in orbit? Well, would you? I know I wouldn't. I would be more paranoid than ever, and I could most likely not care less if me wearing armour would be considered "off putting" by the strange natives of the world in question...
  10. Varnias Tybalt

    Stats for Murder Servitors?

    Maxim C. Gatling said: I make my players take out the Void Shields first. Luckily for me, they acknowledge ORT as "official rules" unless NRT directly states contradictory. That is, NRT supersedes ORT, but NRT doesn't say, whereas ORT specifically states Teleporters don't work through Power Fields or Void Shields. Minor setback for them, as their first Hit'n'Run raid always targets the Voids... As one of my players puts it, "Gotta send in Obi-Wan to take out the Tractor Beam..." On a personal note, my group and I settled for that a Teleportarium is a "one use per strategic round" type of equipment and it has fixed the issue to an appropriate level (though we did rule that if you have the space and power to install a second teleportarium you can use both to make two consecutive H&R's per SR with all the appropriate bonuses as long as there is enough PC* avaliable to lead the attacks that is). But if we'd want to make a second attack and we only have one Teleportarium then the other will have to be conducted the old fashioned way (with an assault boat and the risk of getting shot to death in it). If I just made them take down the void shields first, then it wouldn't really change much. All my players would do is change the order of how they do things (shoot first, H&R later rather than the other way around). Maxim C. Gatling said: But if anyone has a really good idea of how (or why) to differentiate "Murder" Servitors from other run-of-the-mill combat Servitors i'd be happy to read it. The thing is, I was sort of thinking that servitors comes in a varying degree of shapes and models, but the AdMech don't seem to construct servitors just for the heck of it. They do it with a specific purpose in mind for the servitor in question. So run-of-the-mill combat servitors would most likely function in a similar way as "regular troopers" in a normal army. They make up the meatshields and cannon fodder as far as combat servitors go. Praetorians seem to fill the "tank" function combined with a heavy weapons specialist role. They can take serious punishment, and they can dish out serious punishment, but they are big and lumbering and thus a bit lower than their smaller brethren. Arco-Flagellants on the other hand aren't really servitors per se (it is supposed to be a form of punishment and penance for the subject who has to undergo the Arco-Flagellation procedure), but in form and function they seem to make up a sort of shock troopers. They are fast and dish out heavy punishment, but they aren't exactly as resilient as the Praetorians or the normal combat servitors and if they are forced to run long ways in open ground they will most likely get shot to pieces before they can do any damage to the target in question. Anyway, my point here is that servitors (or servitor-like constructs) seem to be constructed with a certain purpose in mind. And I'd guess that this holds true for the ones designated as "murder servitors" as well, since they are used in hit and run attacks during starship combat, I'd asume that they are constructed with that specific purpose in mind, and I believe that they should have certain stats that differentiate them from the "grunts" like run-o-the-mill combat servitors and gun servitors. Anyone who agrees with this?
  11. Artemesia said: Removing the TB entirely is going a bit too far. You've only got your armor covering for damage, and for higher level campaigns(assuming you scale) where just about every mook has some kind of AP weapon/ability, your Acolytes are going to be dead or horribly maimed at best a few encounters in. Where I'm concerned, the fun stops when people start dying. Odd way to view 40k, yes, but the whole point of a tabletop RPG is to have fun and if players are being taken out of the game an hour or two into a four+ hour session, fun is not being had and the game is failing in its purpose. The thing is, I think Fate Points are supposed to be used during such situations where acolytes should have gotten "killed" or horribly maimed. In my opinion, the "fun" parts about combat comes from the fact that combat is lethal business not a "game" to be "won". Combat sort of loses it's excitement if it's too easy and when acolytes who are supposed to be relatively normal humans and not a bunch of cheesy space marines are able to slaughter mooks (who are also supposed to be "normal" humans, albeit a little under-equipped) in their hundreds and just lose a few wounds in the process. If combat is more deadly and it really shows because PC's frequently have to burn fate points just to survive when they've made stupid tactical decisions (like running headlong into the firing range of a hidden sniper, or charging towards an entrenched machine gunner etc.), GM's can also be a little bit more generous when they hand out Fate Points. Because as it is now with both TB and the FP mechanics in effect, there's a serious risk of Fate Point abuse if you hand out too many. The way I see it, Fate Points are supposed to be the rectifying factor when it comes to premature deaths of player characters. Granted I agree that removing TB damage soak entirely is a bit too harsh as well and that it would complicate matters to a headache inducing degree, I think that TB damage soak should be "nerfed" in some way. Yes it should be a helping factor when it comes to surviving injuries for human beings, and it should show that tougher and more resilient characters are able to pull even while injured than weaker and less resilient characters. But I don't like the current method where TB basically acts as a form of impenetrable armour that is immune to Penetration.
  12. Varnias Tybalt

    Armour as a second skin...

    Nerd King said: Two ideas spring to mind - one is have them forced to go undercover. They won't be able to wear most of their armour if they are dressed as a noble fop and his entourage or merchant prince and his commerce guild cronies. Sure, flak armour and carapace armour might be hard to get under the radar, but nifty PC's will still be able to use adequate armour even if they are dressed as noble fops and his/her entourage or commerce guild cronies. Xeno Mesh for instance can be tailored to be pretty much like a piece of fabric (with microscopic, interlocking rings of dense metal or other exotic material) which is why most noble NPC's described in the books are wearing xeno mesh armour. The only sure way of seeing how the PC's are going to strip their armour completely would be to either send them undercover into areas of extremely high security (with weapons and armour scanners of an extremely sophisticated nature) or perhaps as inmates to some sort of prison where all their belongings are taken away from them from the very beginning. But if they are operating on any sort of world masking as any kind of civilians, with the standard civilian rights, they will feasibly be able to arm themselves with weapons and armour according to the fluff, albeit not the most cumbersome and military grade stuff during certain situations. But the Imperium of man does have a widespread use of both weapons and armour and it doesn't really matter where you go in Imperial society, because pretty much EVERYONE will have a sufficient reason to carry a weapon and wear some sort of armour on their person outside of their own homes. And the few worlds who might enforce harsh gun control laws to such a degree that the common citizen can't carry anything resembling a weapon or wear anything resembling a piece of armour in a public place usually belong to the exception rather than the norm. And even then, it's most likely that citizens will try to arm themselves as best as they can while at the same time avoid getting caught with a weapon. So, as a GM, if I wanted to give a sufficient reason to strip the PC*s completely of armour and weapons I'd go with a prison setting, or some sort of setting where they are required to wear particular, and standardized uniforms of some sort (who don't lend enough room to "hide" anything more than a xeno mesh vest or something under it).
  13. Varnias Tybalt

    Ravenor: Canon Inconsistency

    To be fair though: a low crew number could indicate several things. Either the ships owner is too poor to sustain an effective crew and thus has to make do with a "skeleton crew". Or the ship might be an incredibly sophisticated piece of technology where much of the ships functions and controls are simplified and ruled over by high-tech servitors and thus negate the need of an extreme amount of crew members like their counterparts would normally need. For instance, in Eisenhorn a particular Rogue Trader had a really large ship where basically EVERYTHING was monitoried and controlled by sophisticated servitors. Normally, the only "living" person aboard was the Rogue Trader himself (which of course meant that he was a little "needy" the few times he received good company ). Sure, it is canon inconsistency but like with Colonel Commissars, I find the inconsistency to be of an excusable sort.
  14. Varnias Tybalt

    Prosanguine

    Brother Chaplain Magister said: Ordering is also out of question as I don't trust the Post (who would like to get a damaged book?) Uhm, while I can agree that ordering from abroad can take up a lot of time and that certain risk elements are involved, as well as the fact that you most likely will need a viable credit card I have to say that when I ordered the Collectors Edition of Rogue Trader from FFG and had a damaged display case when it arrived, they did find a way to settle the issue. I just sent some emails to customer support with photos of the damages (other people had received products damaged in a similar way) and they resolved it by sending out replacement display cases. (free of charge) Granted it wasn't my book itself that had gotten damaged but the display case. But if you do receive a damaged product from abroad, the company (or FFG at least) would try to help you out. Either by sending you a replacement or (if they think the delivery service f*cked up) help you adress the issue with the company handling the delivery (or they simply step in and take up the issue with the delivery service themselves). Also if you live abroad, then orders from FFG won't usually be handled by any local postal service (in fact, I don't even think the postal service in the US handles all the orders), but rather a proffesional delivery service (like UPS). These guys have policies and insurance obligations to make sure that products arrive unharmed, and if they would do that anyway, then you can be reimbursed. The trick is to make sure and contact customer service as soon as you notice the damages and not being a total prick about it (mistakes happen, so it doesn't hurt to be a little gracious about it) as well as cooperating with the requests of customer services involved (like sending them photos of the damages if they ask you to). It's bad business to leave customers dissatisfied with damaged products, regardless if you're the actual production company or the company handling the deliveries. I mean, if you get assigned to deliver a package clearly saying "FRAGILE" if it has fragile content you'll most likely get fired if you decide to use the package as a soccerball. The downsides to ordering from abroad of course are that you'll most likely have to wait a few days, you need a credit card and you'll have to pay extra (the delivery services have their own fees). But getting a damaged product should be the least of your concerns unless you're ordering a unique and irreplaceable artifact of some sort.
  15. Varnias Tybalt

    Penetration and damage.

    The Hobo Hunter said: But please try not to use such terrible examples because they make your argument look bad. An example doesn't become "terrible" just becuase it illustrates certain extremes. The issue here is that said extremes exist within the system when they really shouldn't...
×