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Varnias Tybalt

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Everything posted by Varnias Tybalt

  1. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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...
  16. Adding some input to my own thread here: It seems that with The Radical's Handbook, a sort of "official" way has been presented with the Garrote weapon. What do you guys think of that one?
  17. Kylen said: Well, I totally understand that, but it would make the power weapons oh so much more powered, putting them WELL into the Overpowered area. Removing the TB from wound rolls would make an exciting, fatal, and probably very, very, VERY short campaign. To be completely honest, I don't really take much issue with the game being more lethal. After all, in the real world, pretty much all combat training are intended to teach people not to get hit by conventional weapons in the first place. If you do get hit you are pretty much instantly considered a casualty, and if you manage to survive you're just lucky. The thing is that Toughness Bonus is so integrated with the current rules that changing it will cause a lot of unexpected headaches for me. Im perfectly fine with firearms and melee weapons being potential "one-shot-one-kill" affairs against normal, human targets. But when it comes to certain cyborgs (yes techpriests, im looking at you!), mutants, fleshenhanced humans, abominations, monsters, robots, supernaturally enhanced creatures, warp spawns etc. etc. A superhuman Toughness that can actually shrug off bullets and power blades is needed without having to be backed up by armour. Which mostly explains why I've sort of given up on trying to tamper with how TB works in the game. Too much work to make it really good, so for now I'll settle with how things are. But that doesn't mean im opposed to power weapons being "overpowered" in comparison with more mundane melee weapons.
  18. LegendofOld said: So. I have been eyeballing Rogue Trader for a while. I've only been able to briefly glance over the rules, and I was wondering if someone could give me an idea of how the system handles and what sort of adventures you can run with the system. The impression I've gotten is that its one of those systems thats great in concept, but not so great to play, like promethean the created. As the captain of a starship, you have thousands of little goons at your disposal to solve your problems, and if the game is to be playable at all, it suffers from the Star Trek syndrome, where the captain and his top officers are always going on missions, even though it makes little sense for them to do so. However, I've never played the system, nor am I super familiar with it. I'd like to know some more before I invest in it. What do the rest of you think? I have to say that your suspicions are wrong in this regard (though to be fair, it's hard to get a correct assesment when you're just giving the game a glance ) The Star Trek syndrome will only present itself if you design the scenarios to suffer from them. We've played pre-written scenarios so far (and three who were invented by us) and not once did we ever encounter a situation where it didn't make sense for the Explorers themselves to go get things done. Then there's the fact to consider that you're not playing a "captain" and a bunch of "officers" in any military sense (in the sense that they are a part of a larger army where mass insubordination by lowly troops will certainly be punished swiftly and brutally), the Rogue Trader is only a captain in a more formal sense. He/she know it, the "officers" know it and the rest of the crew knows it. And most ship ratings aren't drilled navymen, they're just unskilled labour with all what that entails. And when you're out plying the stars in the most fringe regions of the galaxy, the chain of command can eaily stagnate into a brittle, fragile and informal thing depending on what type of actions the original "officers" commit. Quite simply, a Rogue Trader who can't command the respect and admiration (or fear) of his crew, will most likely find himself on the ass end of a mutiny sooner than you can blink. And with a crew of tens of thousands potential mutineers (what can I say, spaceships in the 40K settings are HUGE!), the odds will not be in the favor of the Rogue Trader and his intrepid band of Explorers. Which means, that if you want to be respected by your crew, you can't spend all the time cooped up on the bridge and just say "send in the next wave of ratings" at every problem and danger that your dynasty face. Granted that the hired hands, mercenaries and ratings will most likely be the first line of defence of your ever endavour and will most likely be the ones taking the first blows of punishment from a harassing foe, you and your heroic Explorers will be the ones who has to solve the issue directly and not in the safety of the command bridge. That's the most "Basic" reason for why Explorers has to do some of the most serious dirty work on their own, aside from the multitude of other reasons why their skills, smarts and muscle are better suited than any rating, mercenary or hired hand could ever be.
  19. With the notorious Murder Servitors + Teleportarium combo well known, I've been wondering: has anyone attempted to provide stats for the class of servitors known as "Murder Servitors" for use in standard combat between PC's and NPC's? Granted there are a few servitors described with stats in the Rogue Trader rulebook, and aside from those there's also the Arco-Flagellants from Diciples of the Dark Gods and Praetorian Battle Servitors listed in Inquisitors Handbook to consider using as substitutes... But I don't know, some of them seem sort of inappropriate. The Flagellants for instance, while certainly matching the sheer ferocity I imagine Murder Servitors to have, they seem somewhat "meatshieldy" and single-minded to be an effective strike force supposed to plant and detonate melta charges aboard enemy vessels. Sure as pure suicide bombers they might do the trick, but from their purpose and design they seem to be intented to just slaughter large amounts of meaty targets rather than acheiving special objectives. The Praetorian Battle Servitors however do seem to possess the sophistication, but from their description (both in IH and the "Mechanicum" novel of the Horus Heresy series) they seem to be rather heavy, tank-like versions of battle servitors (often using tracked engines as locomotion). So for an effective hit and run attack they seem a little too slow and heavy. My vision of a Murder Servitor (using my imagination combined with what little has been used to describe these cyborg beasties) is something of a crosbreed between a Praetorian and an Arco-Flagellant, designed to swiftly and efficiently "saw" through certain masses of ship rating defenders, plant the explosives and return to the automated assault boat where a few tech-adepts and the coordinating assault leader (the PC leading the H&R attack) are entrenched and who coordinate and guide the actions of the Murder Servitors. Or failing that, make the servitors activate the melta charges in a timely fashion and thus self-destruct but allowing the assault boat time to withdraw. What do you guys think? Should we perhaps post a few drafts of what stats these things could have? God knows that they could sure be useful for interesting encounters in Rogue Trader games (like when some nasty pirates or rival Rogue Traders manage to flood the inner sanctum of the bridge with Murder Servitors, or perhaps when a botched warp transition makes some of the PC's own Murder Servitors in cryo stasis thaw and go haywire). Let's put our heads together and make up something that we can prodly call a purebred/built "Murder Servitor" so we GM's don't have to settle for sluggish substitutes, shall we? So first topic, do you agree with my assessment that a Murder Servitor would be a sort of cross between a Praetorian and an Arco-Flagellant, or does anyone beg to differ? If so please motivate your opinion and we'll discuss it further.
  20. Varnias Tybalt said: Crap, I wish I could remember where I read about the methods of artificial gravity in starships in the 40K setting. It's one of those obscure things where you just know you read it somewhere, but it's hard to recall the specific text. A good bet would be that I read it either in one of the Battlefleet Gothic books, or the Space Hulk books, but I can't be sure at the moment. Im just positive that I read something about grav plates and what they are used for and that they are rare and one of the main things that hulk scavengers go for first. Im gonna have to get back to you on this one in case I find my source. I know im quoting myself here and I know this is a rather old topic but I just stumbled across the source of where I read about how artificial gravity works according to Imperial technology: From Inquisitors Handbook, page 156: The mechanisms that enable space travel are often overlooked by the common sorts of citizenry of the Imperium, for a variety of systems mask the experiences one would expect from travelling through the void. One conspicous absence is weightlessness - in fact, many people do not realize that they should be floating around inside their tiny ships. Grav plating througout the ship allows humanity to travel in a somewhat normal manner. Grav plates are mostly autonomous once activated, creating a pseusdo-gravity field complete with inertial compensation. Most ships replicate one Holy Terra standard but a few customise to slightly more or less of that level. Like most Imperial technologies, the secrets of grav plate construction are now almost lost and thus even the smallest vessel (and its integrated plating) is a priceless artefact to be maintained and preserved for generations. Like I said, probably not an issue anymore, but I stumbled across the specific text I was thinking about and I did promise Mellon that I would get back to him about it.
  21. Troy812 said: FFG are you listening? Rogue traders, Fleets, managing resources/profit, combat, zones of control.... This sounds like it could make a great board game. Oh my ...and the minitures that would come with the game ...ooooOOOooOOOO! To be fair, I actually wondered why FFG didn't extrapolate on these matters during the inception of the Profit Factor system in the first place. Though it could just be because of limited space in the book (they did mention that several sections had to be cut). Still, I think most people would agree that managing a business veunture incorporating a fleet of vessels rather than A vessel is very different. A vessel requires you to go from point A to point B and do whatever it is you do there. And then perhaps go back to point A and sell the goods you acquired or claim the reward for a particular piece of information etc. etc. That's what the core game seems to be about if you toss a glance at the rules and the general philosophy of it. But I think that others or new rules would be appropriate for larger scale business management and fleet management. And it doesn't really matter if the group of explorers can be expected to have a veritable army of advisors, assistants, bean counters and so on to do the hard part of the job. The Explorers will still have to sift through and made many decisions for themselves. After all they are supposed to be an active part of their own business venture, not just some silent investor schmuck who just sits back and hope that the army of incompetents below him/her works everything out. Granted, I suppose it could make for a fun boardgame. And to be completey honest I can actually see some use for similarly "boardgamey" aspects in Rogue Trader that they did for WFRP 3rd edition. If at least to handle these types of things on a larger scale. Though that's not saying that I don't beleive it couldn't be handled the "traditional" way either. After all, many RPG's before Rogue Trader have included concepts and rules for large scale business management.
  22. Kylen said: Granted, this is true normally, but this also makes power weapons the DEFACTO melee weapon, and fairly over powered. Which is also true normally. Take a look at pretty much every fluff source there is. It's blatantly obvious that power weapons is "teh ****" when it comes o close combat. And when you think about it, it is a pretty nifty piece of technology. I mean, it does incorporates a power source small enough to be easily portable yet it is powerful enough to create a forcefield powerful enough to slice/burst through most known materials with ease. I don't find it particularly strange that other melee weapons have a hard time competing with that. Power weapons are to the 40K setting as what "magic swords" are for most fantasy settings.
  23. Hellebore said: The problem is that the rules and background for insanity and corruption are pretty objective, if a PC encounters one of the specific circumstances that grant insanity/corruption, then they receive it. Uhm, I can't say I agree. Most of the time, creatures that can potentially grant insanity and/or corruption usualy have a Fear Rating, making the PC's roll against willpower to see if they are scared shitless or not. If they pass, the usually don't receive any insanity points (or corruption points if we're dealing with warp creatures). Granted the odd freak or two might exist that ALWAYS grant Insanity and Corruption regardless if you pass your fear check or not, but these amounts are usually small. Also don't forget that the more insane you are the less likely yu are to acquire insanity points as well from "lesser fears". Always keep in mind that if the tens in your number of insanity is double or more than an actual creatures fear rating your are basically immune to it (which of course means that when you have gathered up a hefty chunk of insanity, certain warp creatures won't even be able to scare you enough to actually give you corruption points as well). Also, as for insanity, the rules only say that characters become effectively "unplayable" when they reach 100 points. Before that they are perfectly playable (although they might have certain disorders that can make life a little more difficult than usual). There are also plenty of talents and acquirable traits that can be used to combat the effects of insanity (Rite of Pure Thought for Techpriests comes to mind here). So I'd say that stooping to radicalism isn't a sure path to damnation through insanity or corruption. As long as you have the strength of mind (i.e willpower and talents that boost your willpower or help against certahn phenomena) most effects and drawbacks could feasibly be worked around...
  24. Well, I just wanted to let everyone know that I was one of those who initially had recieved a cracked and battered display case when I ordered the Collectors Edition of Rogue Trader. However I just recieved my replacement from Fantasy Flight Games after having sent in photos of the initial damages and asked to be reimbursed somehow, and the replacement case looks great. No damages or deformation to the case at all, and I noted that FFG had really taken the orignal suspicions to heart and made sure to pack the case in a thick layer of bubblewrap, as well as a plastic sleeve, and they had also filled the interior of the case with foam (a little overkill perhaps, but it's nice to know that they really went the extra mile to make sure that it shouldn't be damaged during transport this time around). I guess that all I wanted to say is that I feel satisfied with my purchase of the Collectors Edition now, and it's very nice to know that me being utmost confident that FFG would make sure to solve the issue in the beginning (instead of fretting over it and going Nerd Raging all across the boards) was well founded. As far as I go, im a very happy customer. I also hope that everyone who had a similar problem have received their replacement display cases safe and sound, or that they arrive as soon as possible if they haven't already, and that sending out these replacements across the world didn't take too much of a chunk out of FFG's budget. I'd also like to once again thank FFG for excellent customer service (specifically Evan Hall who I kept in touch with the most during the entire deal). And, uhm... I guess that's it! Happy new year everyone!
  25. I've also had some experience with ridiulous situations with TB damage soaking, to the point where smaller pistols can barely scratch the skin of certain people unless they roll righteous furies. For instance, take some of the compact and easily concealable "assassins weapons" that do not use poison and then look at their damage and Pen value, and then ask yourself: how is this thing supposed to KILL even an unarmoured victim? Sure they might cause a few wounds, but isn't the point of an easily concealable zip gun, made for assassins, to be able to kill in one shot? To be fair though, I've mostly found that completely removing TB damage soak would make the game a bit too ridiculous as well (when it comes to certain large monsters who rely heavily on high toughness to soak up damage, instead of natural armour for instance). It seems to me that the solution would be, not to grant characters a damage soak equal to their TB, but rather that the damage soak should be based on some sort of calculated table. Sort of like this: TB Damage Soak 1 X 2 Y 3 Z ...And so on. Where the lower end of Toughness Bonus don't provide any damage soak at all, but the higher ends and where Unnatural Toughness comes into play provide a really meaty damage soak (mostly intended for monstrous creatures and such). The trick is, how do you calculate and create a fair and reasonable table based on these facts and figures?
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