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Varnias Tybalt

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  1. Sister Cat said: Wow, Varnias! I thought I was something of a philosopher. But you ... you give me a lesson in humility. Hehe, thanks. To be fair though, I kind of agree with a guy named Kevin Warwick (at least I think it was he who said it), that all people are philosophers, it's just that those who actually call themselves philosophers don't have any real jobs to go to every day. Which is true, because currently I don't have much of a job to go to (im currently in the borderland between holding the position of "occasional stand-in that hasn't been called to work for months" and "unemployed"). And what do I do when I don't work? Well I waste time on philosophy of course! What was the Warhammer 40.000 adage? Oh yeah: "A mind without purpose will wander dark places". Sister Cat said: However, I like the following concept for Slaughths (sp?): that their thought-patterns are SO alien, that no one can understand their motivations and goals. There is something inherently horrifying, IMHO, in an enemy that simply can NOT be understood in a logical way. It makes one think of all their darkest nightmares. Not only the unknown ... but also the unknowable. Just sayin' ... Yeah that's kind of what im trying to get at here. The rather "lovecraftian" explanation of alien minds, in my opinion is quite an excellent one. Because while it might be completely impossible for human minds to comperhend the workings of an alien mind, the fact that the alien is a living, thinking being pretty much implies that whatever and however it thinks and acts, it is doing something completely natural. Not that it seems natural to us at all of course, because we're humans. But to it's species it is natural, and possibly even to life itself. I mean, whose to say that it is "unnatural" to build atomic bombs, having an abortion or simply to be born as a homosexual? Mankind has evolved from the same source as every other living thing on the planet, so who can really claim which behaviour is natural and which isn't? Why can monkeys throw feces at eachother and all the supposed experts and naturalists all go: "Oh, well that's a complwetely natural behavior to them", but when the same people hear about the latest scientific method of how to use embryonic stem cells to grow human organs and implant them in sick people whose organs are malfunctioning, they all go: "Oh that's horribly UNnatural! You are playing god! You are messing with nature, shame on you! You have to stop this instant or you'll doom us all!" After all is said and done, all living things originate from the same source, at least on this planet. It stands to reason that if there are similar lifeforms out there in the universe, they are guided by basic and evolved instincts and even if these instincts, actions and thoughts might be different from ours and might be impossible for us to understand, they are still just as "natural" as ours. So what happens when Player Characters in Dark Heresy are faced with such realizations? Are they just going to accept the state of things and go: -"Oh well, life is life. Those lifeforms are different from ours and we are destined to compete over the remaining resources even if it means one of us might eventually become extinct." Or are they going to deny what's in front of them and take comfort in some sort of absolutist religion and go: -"bull! We're the children of the Emprah! The galaxy belongs to us, and no alien and unnatural abomination is going to stand in our way. We are NOTHING alike them, they are monsters and we are righteous!" Or perhaps they will reach a darker concluscion and hate life/nature itself for being so cruel and callous: -"We're living beings. The Slaught are living beings. We probably both feel pain and despair, yet nature force us to compete against eachother and never to know peace. What's the point? What is the grand design? Perhaps there is no grand design. Perhaps we are all just alone in the universe yet at the same time so crowded that we have to kill eachother tooth and nail to make enough room to breathe and live." Perhaps the characters won't go with any of these concluscions and come up with completely different ones. Who knows. Anyway, regardless of which concluscion reached, the alien mind will never be completely understood.
  2. Cifer said: Confirm they died? What for? Noone could survive that... Right? Right? Yes, "none" could survive that... But "no-THING"?
  3. Cifer said: Sounds anticlimactic indeed. It might depend on the delivery, but such a lack of motive can easily devolve the campaign to Saturday Morning Cartoon level where monsters do bad stuff because they're eeeeevil. I foresee that exact problem when my acolytes meet with the Pilgrims of Hayte (well, with one of their Prophets) for the first time. Yeah, the "because they're eeeevil" explanation tend to be anti climatic. Mainly because the concpet of "evil" in all cultures is really ingrained. "Evil is evil, and evil is awlays bad, no questions asked". That's what the usual point of view tend to look like when evil is being spoken of (be it the biblical definition of evil, or the common fictional version of evil). Take the moustasche twirling evil genious for example. Rarely does he need a reason to come up with evil plots and cackle like a maniac when extrapolating upon his evil schemes. Rarely does the hero ever find a reason to question the villian's motives for why the villian wants to do what he wants to do. In the real world, good and evil don't exist as absolutes. They are just concepts, brought about by individual opinions. Even Hitler had a goal and motivation with his ideology, even if it is lagely considered as evil today. He didn't want to exterminate the jewish people just because of the sake of "being evil", we wanted them exterminated because he genuinely believed that people could be divided by race and that some races were destined to rule over the others, but also that "lesser races" could pose a threat to the superior race by utilizing methods not considered "fair play" in his eyes. Thus it was the right and the duty of any superior race to destroy "lesser races" that might threaten their priviliged position. You could say, that in Hitler's and the other genuine nazi's eyes, the holocaust was an act of self defense. Of course, today and even then most people knew that such an idea is crazy on so many levels, but regardless of how sane or insane any idea is, it always has some sort of underlying goal or motivation. Suddenly, "evil" isn't an unquestionable absolute anymore. Suddenly, it might just strike too close to home for comfort. I mean, how often haven't we heard people saying that a certain species of animals or even an entire country of people should be "bombed to hell"? Of course, they might not really mean it when they say it, but when people yearn for simple solutions to a percieved problem, do they not sometimes entertain the idea of clear cut and simple solutions to those problems?... Solutions that might, dare I say it, resemble the so called "Final Solution" as posed by the Nazis? It is pretty human to yearn for simple solutions, the horror just comes along when some of these "solutions" are actually put to practice. History has shown us that our yearn for simple solutions of percieved problems, can actually make humans commit genocide. Does that make mankind into a species of moustasche twirling, evil geniouses... or is "Evil" as we define it a more human trait than most of us would want to acknowledge? Perhaps evil is something universally ingrained into life itself? It is thoughts like these that have to be explored if you want to deliver this explanation and not make it come off as anti-climactic. While at the same time making the overall plot seem (at first) like it hides a more elaborate agenda than it actually does. It's hard, but when it is done right, it's more awesome than any elaborate agenda.
  4. Baldrick said: The risk of explosion depends on the manufacturing methods used. If the canisters hold the fuel under pressure and use a pilot light then a puncture of the tanks could cause the fuel to expand as a vapour and if it goes near the pilot light. ****acolyte extra crispy**** Next instead they could use two separate liquids that combust upon mixing. But again any punctures of the tanks would only be safe if it was of a single tank. Or they could be built like modern conventional flamethrowers. Meaning, the fuel tanks are separate from the tank holding compressed gas used to force the fuel out of the tanks and on to the pilot light. That way, if a fuel tank is hit, the fuel will just leak out. If the preassurized gas tank is hit, the non-flammable gas will just shoot out (tipping the soldier over at worst) but without any risk of igniting. This explains why most military experts find it a bit silly when watching the introduction scenes of movies like Saving Private Ryan, where the soldier with the flamethrowers suffers a hit in one of his tanks and just burst into a raging inferno that also take out a bunch of other soldiers in the same boat. Also, there's a very interesting episode of mythbusters where they try to ignite a gas tank for a car by shooting at it. The only way to light it ablaze was by using tracer rounds at a very long range (because the chemical in the tracer round simply didn't have the time to start glowing at shorter ranges), and they needed several attempts to succeed because the method was anything than guaranteed. Also there was an episode where they managed to blow up an oil drum filled with fuel, but they had to use a gatling gun loaded with incindiary rounds to pull it off. Suffice to say that fuel tanks in general are built to be hard to blow up by just shooting at them with guns (sometimes by intention, and sometimes as a random aspect in construction), unless you use special ammunition of some kind. But that's something that hollywood (and a fair share of game making companies I might add) don't really like to agree with.
  5. Slaunyeh said: I thought that was the rule to begin with? Oh it is (unless my memory is mistaken). But some might not like using that method and demand a more detailed way of establish where someone is hit. After all, shrapnel tend not to be very discriminating to which specific body parts it hits. Even if a blast shockwave might spread itself out over a target's entire body.
  6. Dyckman86 said: I do though on this specific piece of equipment because it seems like they are very choosy of who is enlightened You could simply view the rarity rating for the Good Quality MIU as a symbol for the unwillingness of the AdMech to part with and install one of these particular implants. Remember that rarity rating doesn't always mean that the item or service in question numbers in very few, but other factors are also taken into account. Religious "unworthyness" would certainly belong to one of these factors.
  7. N0-1_H3r3 said: To obtain knowledge, so you can gain a greater understanding and mastery of technology? That is, afterall, the primary focus of most Tech-Priests. If the knowledge a Tech-Priest obtains while in service to the Inquisition is of a lost pattern of plasma gun, and he has the Trade (Armourer) skill, then why shouldn't he study those schematics in order to produce a working sample to further his research? I agree. Techpriests have no reason to join the Inquisition other than their selfish goals to obtain knowledge. Even if they hated heresy, the AdMech have their own divisions to hunt down hereteks for a Techpriest to join if there's a "righteous" itch that needs to be scratched, and they normally wouldn't concern themselves with "normal heresy" that the Ordo Hereticus usually root out ("normal heresy" = cults that defy the Emperor etc.) Also, Techpriests seem to be a lot more harder to "press gang" into Inquisitorial service than other people, simply because the Mechanicus do enjoy certain rights to refuse even the Inquisition of certain things (much to many Inquisitors anger and frustration). You could say that in many respects, the AdMech ejoy a type of diplomatic immunity. So if a particular Inquisitor wants a techpriest in his cell, then the techpriest would most likely join because he or she sees an opportunity to gain more knowledge that might be hard to get access to the "normal" way (i.e trying to advance within the ranks of the AdMech).
  8. Cifer said: I'm not too sure about the achievement points stacking. At the very least, there should be a sharp decline for most such components. I mean, imagine the trophy room. "Now, in this room we find my trophies of the second Secundan war. In the next, we will... yes, yes, we'll get to the trade agreement soon enough, but first, I'll have to show you your fifteen sets of luxurious quarters!" I think it would be reasonable since the achievement points are governed by specific objectives (like military objectives, criminal objectives etc.). Meaning that if you game mechanics wise sacrificed all other ways to get extra achievement points for other kinds of objectives, the investment should pay off accordngly once you actually undertake an endavour with the appropriate objectives. As for luxurious quarters, I don't see why they shouldn't stack. More luxurious quarters means that you can ferry more VIP clients across the voids. This means that you can cater to more high paying clients while completing the objective, and thus should get more achievement points. The same goes for barracks. More Barracks means more capability to transport military might to wherever it might be needed, which means that whatever mission is at hand, a sufficient force will always be available.
  9. Mazinkaiser said: A Hellgun. I didn't say it was a PC's servitor skull. Do note that eve a PC' servo skull could be outfitted with a weapon. Gunskulls or skulls armed with melee weapons do exist and they are described in Inquisitors Handbook for Dark Heresy (with price in thrones and everythin). I used to have a few gunskulls armed with bolt pistols that trailed my PC, they were quite handy. But they were nowhere near as handy as my "eye-in-the-sky" servoskull wih the pict recorder and cameleoline upgrade, which provided a live feed to a dataslate. The perfect spy tool.
  10. Roll 1d100 and consult the hit location chart? Or if you want a simpler approach: say that all grenades always infict their damage in the body and thus do away with the rolling altogether.
  11. Jlid said: Also flamers are one of the only weapons that players, or opponents, can turn against the user by the fuel canister so it blows up on the user, thus incinerating them on the spot. So there should be an advantage to using a flamer considering a lucky shot could end the user's life. They do have an advantage. The advantage to potentially incinerate an entire mob of people. Even a modest hand flamer with a range of 10 meters can cover a 30 degree cone, 10 meter long area with flames. Just imagine how many human sized targets that could fit into that cone, and then consider that the roll doesn't have to bottle down to a matter of a failed or successful BS test to actually work, but the damage caused is based on the agility of all the targets. Let's say that the targets are so many that they actually fill this entire cone, statistically speaking, very few will actually be able to both succeed on their agility roll and possible dodge tests coming after that one. That means that the flamer can hit a huge chunk of targets with minimal effort. THAT is an advantage over conventional weapons, no matter how you look at it. If you change some of the drawbacks of the flamers then chances are that the weapon will end up to become overpowered. Remember that flamethrowers weren't really constructed to kill individual targets (i.e trying to shoot one or two guys standing within range), they are intended to be area denial weapons (almost like landmines in a sense), but rather than having to be prepared and planted in an area where the enemy is expected to approach you can take the area denial qualities to the enemy (by "flushing out" bunkers and setting areas ablaze as you go along to prevent the enemy from coming or going certain directions). If your goal is to bring pin point accuracy and be able to cut down individuals rather than groups of people, then a flamethrower would not be the weapon of choice. You would want to pick an assault rifle for that kind of operation. Also, this is just a house rule suggestion, but I thought I should include it anyway: I have personally done away with the "risk of explosion" for flamers for most types of attacks. Tanks with fuel for a flamethrower don't explode into an instant inferon just because they are shot at, the fuel will just leak out of a hole. Granted some attacks might cause them to explode (this is 40K after all, where they have weapons that shoot laser beams and plasma that could very well cut through the canisters for a flame thrower and igniting the fuel inside), but in general, weapons causing Impact damage or Rending damage shouldn't be able to light the fuel for a flamer.
  12. Baldrick said: I've always likened DH to Call of Cthulhu in that the real bad guys are so powerful the players have no chance. Well, sometimes you have a "chance". A LOT of dynamite can triumph over eve the worst specimens of Shoggoths sometimes, even if it basically means having to collapse an entire mountain over the beasts and not actually be able to confirm they "died".
  13. Traveller61 said: Now according to the DotDG their grand plan is to plunge the Calaxis sector into fire and chaos. So far, so good but the question is why? If it was Chaos we were talking about then I would have no problem, but I am expecting something more from the Slaugth. It cannot be for just more bodies for feeding as a single hive world or war zone would provide enough corpses to keep thousands happy for millennia, so what is their real purpose? Remember, even a lot of carrion eaters don't want to/ can't eat corpses that are too rotten. They might prefer their corpses semi-rotten or nearly freshly killed. Also, wouldn't the Slaught almost be a more terrifying threat if they didn't have an archetypical "bad guy"-scheme in the works? If they just did what they do, because it is what they are driven to do? Almost like human beings are in a way. Every human being is basically built to eat and to procreate from the get go. And during some parts of our history, that basic need to eat and procreate actually worked for us (specifically the period between the first homo sapiens and the later stone age). But as our civilization and technology advanced we are currently close to overpopulating our world, and in spite of some people only doing what they are programmed by life to do, it's actually bad for their health (im thinking of us who live in industrialized nations, who aren't even near the threat of starvation). We like to consider ourselves to be an advanced and intellectual species, yet still a vast majority of us still live by our basic human impulses, ironically even when those impulses actually cause us more harm than good. Over-eating is one example, our bodies are programmed to reward us with specific pleasure hormones whenever we eat, but they are not programmed to stop us from eating when we're eating more than we actually need to survive or when we eat food that we know (intellectually but not emotionally) to be bad for our health. What if the Slaugth are suffering from a similar syndrome? Sure they possess an alien and probably advanced (or at least incomperhensible) intellect, and they have achieved scientific pursuits that no human has ever come close to understanding. Yet in spite of their many advanced pursuits, they still follow a basic instinct to cause destruction and urban decay among other species. Not because they really "need" to, because they would certainly be aware of the ease to get ahold of enough corpses to eat and to keep countless generations of "baby slaught" well fed for the forseeable future. But what if their "emotions" aren't in synch with their intellect? What if they are doing what they are doing, just because they're basically programmed to do it, just like we are programmed to eat and to procreate without inhibitions? It might sound like an anti-climactic idea, but with the right kind of delivery, such an overwhelmingly "futile" explanation can sometimes be a lot more eerie than the most elaborate "evil genious" scheme. Imagine the horror of any Imperial citizen when they must ultimately come to terms with that they are a lot more like such a disgusting species of xenos abominations than they originally thought. That life and different lifeforms basic programming to follow what life wants is pretty universal.
  14. Yep, Psychic Spite and Psychic Vampire was first introduced in Disciples of the Dark Gods.
  15. Okay, since inventing countless 10x10 map templates can be rather dull in the long run (im still doing it), I decided to take a swing at some of the results that mightbe included in the accompanying "surrounding traits and hazards" chart. Here are some I've come up with so far (suggestions about stuff not already covered is of course very welcome): Nooks and crannies Due to uneven ground, cavernlike walls, or plenty of strewn debris in the vicininity the current location have a large amount of obstacles to dodge behind. A character standing next to a wall on the map template may benefit from one of four types of cover. Either roll 1d10 or the GM choose which type of cover: 1-3 Flimsy (provides 4 additional AP), 4-6 Sturdy (provides 8 additional AP), 7-9 Thick (provides 16 additional AP), 10 Nigh impenetrable (provides 32 additional AP). The GM may decide if the entire area has the same quality of cover or if each instance has varying quality of cover. More rules on Cover can be found at page 199 in the Dark Heresy rulebook. Crawlspace Be it a sewer opening, air-duct or naturally occuring tunnel, the current area has a hidden crawlspace that can be spotted with a successful, passive Awareness test or active Search test, depending on the situation. The GM can either decide where the crawlspace begins and ends on the map or roll on the following table: Roll 2d10 and use each result for an axis on the map template (re-roll for each axis if the crawlspace ends up "inside" a wall or marked obstacle). This is the first entryway to the crawlspace. Roll a second d10 and place the crawlspace exit as many squares away as the d10 shows (GM decides). If this would cause the exitway to land outside of the current map template, then the crawlspace may be used to escape the current area. The GM may require anyone trying to use the crawlspace to take Agility or Contortionist tests to pass through safely or the character may become stuck inside. Gas lines The area is lined with either man made pipes or perhaps an alien growth of somekind that acts as conduits for highly flammable gas! Everytime a character using a ranged weapon miss, there's a 50 % chance that they hit one of the gas lines. Either the GM decides where the ruptured leak is inflicted or roll 1d10 for each axis on the map template and continues rolling until the leak is located in a reasonably logical location. The square of the ruptured line will instantly be subjected to attack as if it had been fired at with a hand flamer (stats for the hand flamer can be found on page 131 in the Dark Heresy rulebook) but with a range of 4 metres and this attack will be projected in a straight line from it's point of origin (the GM decides which direction the gout of flames shoot out towards). Once ruptured the flames will burn continuously from the gas line until someone shuts off the valve. The GM may decide if the current map template has a valve nearby and where it is located, or simply roll 1d10 for each axis on the map template and roll until it ends up at a reasonably logical location. The valve may or may not be rusted and the GM may call for a Strength check with variably penalty for any character trying to shut the valve off. Volatile materials The area is littered with canisters filled with volatile materials, either stacked drums of promethium, bottles of rotgut with high alcohol content or perhaps alien fungi that generates and stores explosive gas in fleshy pod-like protrusions. Regardless of which, stray shots may subject combatants to an explosive and fiery surprise if they aren't careful. All weapons that inflict either Explosive Damage or Energy Damage (SP and Rending weapons does not set off flammable materials normally, although the GM may beg to differ and if that's the case then the GM is always right) or have some sort of special ability that can cause explosions or set targets on fire have a 25-50 % chance of setting off a container of volatile materials in the vicinity (the GM decides how densely packed these materials are and thus increase or decrease the percentage accordingly). If it is a ranged weapon (like a lasgun or a bolter) this will only occur if the shooter missed some shots. If it is a grenade or a flamer or a similar area of effect weapon, the 25-50 % chance will always be in effect. Should a canister be set off, the GM either decides or roll 1d10 for each axis on the map and determines where the exploding canister is located, re-rolling results that would end up "inside" a wall or impassable obstacle. The square subjected to the explosion is treated as if a frag grenade or a fire bomb has detonated on that square (the GM decides which kind depending on what sort of materials is in the vicinity, stats for frag grenades and fire bombs can be found on page 131 in the Dark Heresy rulebook). In addition, if the 25-50 % chance for a "cook-off" succeeds with two degrees of success, a secondary explosion is triggered at the edge of the blast radius of the first one. If it suceeds with three or more degrees of success, the resulting secondary explosion has yet another 25-50 % chance of setting off another secondary explosion! Meaning that there is a potential that the entire map template is subjected to an explosive conflageration, regardless of which scale is being used. Oil slick The ground or floor of this area is particularly slippery, be it due to being covered in ice, slippery mud or even oil, it is hard to keep ones footing. Unless a character is wearing some sort of footwear designed to provide extra traction even on slippery surfaces, or perhaps has bionic locomotion baed on tracks, each action that requires rapid movement of some sort (slashing with swords in melee, moving faster than half move speed etc.) will require an Ordinary (+10) Agility test each time or the character will lose his or her footing and become prone, and the attempted action is immediately canceled. However, the slick surfaces can be used to ones advantage if the character is agile enough. A character may attempt an Acrobatics test or a hard (-20) Agility test to glide or skate across the slick surface and thus gain an added boost to movement when running, charging or diving for cover. If the test fails, the character loos his or her footing and becomes prone as usual. If the test succeeds however, the character may add an extra 1d5-2 metres to his or her movement rating during that action. Unreliable Lighting The area is suffering from either sporadic lightning or is held in pitched darkness, making fighting and even seeing your enemy rather difficult. The GM rolls a d5 (or decides the result), between 1-3 the area has sporadic lightning and between 4-5 the area is held in permanent darkness. Sporadic lightning is rolled each turn a player acts with 1d10. An even number indicates that during those moments, he light is bright and normal enough for the character to act normally, if the number is odd, the character has to act as if under the penalty of darkness (for more info on how poor lightning affects combat, see pages 198 and 216 in the Dark Heresy Rulebook). This effect may be due to unstable power supplies to the glow lobes in the vicinity or because something is occasionally obstructing the natural sunlight in the area (atmospheric craft flying low to the ground, large growths of vegetation whose wind-blown leaves largely cover the natural light etc.). If the area is held in permanent darkness, the effects for darkness are permanent in this area and if any character wishes to improve these conditions they will have to turn on some kind of light source or use special equipment that render poor lightning conditions irrelevant (like IR goggles or photo visors). Treacherous floor Certain conditions have made the ground or floor to become unstable, and there's a risk for characters to inadvertedly step on a part of the ground not strong enough to support their weight and thus break through. This may be because the battle is fought over an ice field where the ice might break and the unfortunate victim plunges through to he freezing cold liquid below, or within caves of a heavily erroded mountain where tunnels overlap eachother with a very brittle and hin layer of rock dividing them. Urban decay or even fires might cause buildings or streets to suffer from the same effects. For every metre that a character moves across, roll 1d10. If a 9 comes up, the character had the misforune of stepping on a spot on the ground too weak to support his weight and breaks through, and that square (or small area depending on which scale is being used) will have a permanent hole that either lead to the floor below or can stretch for several hundred metres depending on the location and will lead to a certain death unless the character can fly. The floor may not even be located particularly high up either, the brittle ground might simply hide a small lake of water or even a stream of white hot magma. It is up to the GM to decide. For falling purposes, the GM may want to determine if the fall is superficial or not, if so then the GM should consult the chart for falling distance and damage on page 210 in the Dark Heresy rulebook. If the GM wish the fall to be certain death, a character should be allowed to either spend or burn a fate point to be able to latch on to the edge of the newly formed pit, just in time to prevent a plummeting fall. (falls like this should not be able to be prevented by a simple agility test, like it was an archetypical trapdoor that makes a resounding click before opening up, as characters will have no way of knowing if the ground beneath them will break up or not).
  16. macd21 said: I'd say that overall this session was a little too tough for your group, but not too much. You did after all succeed without losing any of your team. It does sound like the situation was tough. But as a general rule of thumb, the exact "toughness" of any battle can largely be determined how many fate points the PC's had going in, and how many fate points had to be used and/or burned during the encounter. If every character had to burn one or several fate points in order to avoid certain death, then perhaps the battle was a little too rough for the particular group of acolytes to handle. If the group only had to use a few fate points (like 1-2 in the most extreme cases, and some not having to use any fate points at all), then the situation wasn't too tough. Fate points are a really good measuring stick for this, most of the time.
  17. ZillaPrime said: I personally would have no use for something like this if it was not already sized and detailed to take mineature use into account. I have no problem visualizing a scene and the utility of such a product comes from it's time-saving traits. If I can place a few premade maps on a table, add minis and go, GREAT! Anything less is just a crude map that I will simply have to draw out on a gaming board anyways, and therefore not worth the investment. 1"= 1m seems to be the standard for most of us, but justification for 1" = 2m could be made, so long as the scale is indicated on the maps. Well, the investment here would be the amount of paper needed to print the whole thing, (it's going to be "free" once im done ) Of course, this sort of aid won't be for everyone and every occasion. If you don't have any problem with visualizing random surroundings and perfectly convey these details to the players without having the battlefield be as simple as: "Well you are standing on this side and they are standing on that side and there's roughly 60 metres between you. Go!" But actually be an area filled with several pathways, staircases, strewn debris, trees and plants, crates, garbage cans etc. etc. Then kudos to you my friend, I wish I could make up something like that each time my players decide to pick a fight or when they stumble across some NPC's that want to kill them. In my group the pattern during such random encounters tend to look like the example above (you guys are standing on this side, the baddies stand on that side and this is how many metres it is between you). Because the GM has to keep track of initiative scores and a bunch of dice rolls and such, he rarely has enough time to just invent a more realistic and irregularly shaped scenery "on the fly", and if he were to try, there's a great risk that some of the players will get the wrong idea and time has to be taken away from the battle to explain the layout of the surroundings even further (which bogs the battle down of course and thus take away the sense of action). This rarely happen when we play pre-written scenarios that actually include maps of many different areas (like Shattered Hope, Purge the Unclean campaign, Tattered Fates etc.), becuase during these scenarios everyone can just look at the map and see the scale of it and act accordingly. So even if we don't normally use minis in our games, I've noticed that mapped surroundings can certainly help during a combat situation, and I guess this little project is intended to provide a tool for player groups that feel the same way. If you don't feel the same way and don't recognize these problems then I applaud your ability, and I wouldn't try to "fix" something for you that isn't broken. That being said, due to the fact that the small templates will be crude in design, this will actually make it possible to blow them up to large scale and use them for 28 mm miniatures if that's what you prefer. It's just that I don't want to make a pdf that have such large templates by default (because the entire file would be several hundred pages long if I did). So rather than having to force GM's that are just looking for help with the issues I've noticed my group to suffer from to print several hundred pages, when all they really want is a quick and randomized way for getting a crude sense of what their immediate surroundings look like when the GM hasn't mapped it out on beforehand, I'll make the collected templates crude enough to not suffer from resolution issues in case any of the groups that like to use miniatures if they want to increase the size for each template for use with minis. This will also leave all GM's free to use different scales for the templates if they wish (i.e larger than just the "1-2 metre per square"-scale). In any case, if you don't feel that you would need such a tool/gaming aid personally, then that's great. It's like someone who manufacture first-aid kit's for a living. Hopefully no one is going to need to use them, but if the need arise it's nice that there is one at hand.
  18. No the bonus doesn't seem sensible and for one primary reason: While your ship might be packed to the brim with soldiers, the ship can still only send over a limited number of boarders each time a hit and run action is being performed (a ship doesn't have an unlimited amount of boarding craft, after all, nor can the teleportarium send over an infinite amount of boarders at the same time) Hence, the bonus wouldn't stack for boarding actions. However, I wouldn't see a problem with the achievement points bonus stacking so it would still be beneficial to have multiple barracks. Also having "spares" is always good during combat, because even if one get's destroyed you still have one or two to spare and thus even if one were to be broken, you will still have the +20 bonus for H&R's.
  19. Jlid said: Actively testing agility means actively trying to get out of the way of the flame. Well the rules as they seem intended, don't use this interpretation. Whether a dice roll is an active or a passive action is largely up to a GM to decide. Most of the ime it is the GM that should roll passive tests in secret, but many groups don't bother to do this so the GM simply calls: "Roll an awareness check". But still, like I said, the agility test isn't an active action according to the rules, it is a determining test to see which targets get hit or not. It's also sort of the same thing as with Lore tests (Forbidden Lore, Common Lore etc.), when you roll for these, you don't roll it a s a symbol that you go to a local library and start to study the subject in question. The roll symbolizes that either you know something at the top of your head, or you don't (win = you know it, fail = you don't know it and have to read up on the matter). It's the same thing with the flamers agility test. Win = the flamer guy miss you, fail = the flamer guy hit you and you have to take matters into your own hands and try to dodge. This might seem extremely penalizing for the flamer guy, but remember that a flamer is a weapon that let's you hit pretty much anything in a 30 degree arc in front of you at the weapons full range. That can potentially include an entire mob of people that are all susceptible to damage which is pretty nasty, and this would all be determined by the flamer guy's own BS, the weapon would be overpowered. Something more is needed to symbolzie the inherit complications of using a flamer, and thus you don't roll BS, the targets roll Ag instead. Unknown said: It basically allows anyone, even those without dodge, to get a fair shot of jumping/rolling/leaping out of the way. Testing Dodge again is redundant. Being able to add +'s to your agility test for having ranks in dodge is a nice fix, IMO. Like I said, they aren't leaping out of the way, they just happen to stand or move about in a manner that makes it harder for the flames to hit them. A successful agility test in this regard is the exact same thing as if the firerer had miseed a Ballistic Skill test with a normal weapon. It's just a test to determine if the targets are hit or not, not something symbolizing that they are actively lepaing out of the way. The leaping/rolling out of the way comes with the dodge test. Also, this dodge test is severely hampered by the fact that a flamer is an area of effect weapon. If someone does get hit by the flames, they have to be have a high enough agility bonus to actually be able to move out of the flame cone. If they don't then their dodge test automatically fails. So if you intend to just hand out bonuses to the dodge test and skip the flame trait agility test altogether, are you going to keep this aspect in or leave it out? The trouble I see with a fix like this is that it can either make a flamer extremely overpowered (basically a weapon that requires no test to hit what so ever, no BS test and no accompanying Ag test like usual), or it can make it extremely underpowered. Personally, I believe that if you wanted to "fix" the flame quality weapons, one would have to re-do the rules for them from scratch and build something better. Just taking away or adding tests like this will in some way either penalize the flamer extremely or make it overpowered.
  20. Jlid said: Both tests, dodge and agility, mean you are attempting to get out of the way of a large gout of flame. In this case you aren't. The agility test is more like a passive test than an active one. Sort of how the GM rolls hidden rolls for Awareness when he wants to see if the acolytes spot or miss something, the Agility test for flamers is sort of a way to determine exactly which characters are in fact subjected to the flames or not. While every character within the "cone" are risking to get hit, it is ultimately the accompanying agility test that will determine if they were actually subjected to the flames or not (who knows? Perhaps another target was standing in the way of the gout and thus covered a luckier person behind him/he or something). The subsequent Dodge on the other hand is the active "getting out of the way" action. Sort of like how a character initiates a Search test. EDIT: You might think that flamers were intended as no-BS-required weapons and no further limitations than that, but they aren't. Like I've said before, instead of rolling against BS to hit, the targets get to roll agaility to determine if they are hit or not.
  21. Dyckman86 said: So you can't use it against shields, you can't use it without damage, you need a Psy person to divine a way, probably tech-use to, and now when they have an idea to get around some of those issues, just dropping an ordinance on them, you look to punish them further? I'm confused here, I thought we wanted our players to come up with work arounds, keep us as DMs on our toes. Seems like it's, "Oh that's a neat idea, let me punish you for it." I think the correct response is with all these removal of abilities of the Teleporter is simple, don't allow it if you don't like it. Because you seem to be rendering it so useless that why would I waste the ship space or single Archeotech Option on it if you attach all these strings to it. Is it powerful? Certainly is, but it's archeotech, and rare stuff at that, so I don't see why the players simply can't start with it or use Acquisition to obtain it. Let it be a cool trump card at the end of a nasty endeavor. Don't kill it because the PCs are using the item you let them have to its full capacity. And if you are going to let them have it and say, "if it's in the book it's acquirable," then fine, the rest of the Expanse has Rogue Traders as well who can acquire it just as easily, anything the PCs can get and do the NPCs can do more times because there are more NPCs than PCs out there. You don't need to crush their ideas because it's poweful, just realize anything they can do, you can do better, so they need to be careful what can of worms they open up. Not sure here so I have to ask: is his directed at what I said? Just to clarify I think I should say that I don't want to invoke penalties along the lines of forcing the players to take down the enemy vessels shields or having to use a psy person or some of the other overly complicated ideas that have been presented so far. For me it's quite enough to simply limit the use of the teleportarium to once per strategic turn without any additional penalties. That still makes it good, but not overpowered. My previous post about the bomb was more of an argument to why the players most likely wouldn't have good reason to abuse the component by sending over armed nukes every time they are in starship combat, because they would have little to gain from doing so. Personally I find all these additiona penalizing prerequisites of having to take down shields and using psychic abilities to be completely unecessary. One use of the teleportarium per strategic turn seems balanced enough, and also a very simple solution.
  22. BrotherHostower said: Oh we most certainly will, we're simply talking about the stock servitors out of the DH book, even the "combat" ones are too slow to actually charge. To be fair, I can't really think of any of the "stock NPC's" I have used over the course of my campaigns that didn't need some kind of improvised changes to them. It sort of comes with the territory when using stock NPC's if you ask me.
  23. BrotherHostower said: NOW is when it gets interesting, under the Movement action, it drops the engaged in melee part, merely saying, when moving away from an engaged opponent, they get a free standard attack. Soooooo, our RT band is in a firefight with a group of say, mutants with guns. I take a half move that isn't parallel or toward them, and they all get a free standard attack on me (assuming they're in range, have ammo, etc), is how that's currently written. Thoughts? I think that's a typo/misinterpretation. You can't be "engaged" in any other way than melee. Thus if you're not engaged in melee, you're free to run about as you like. It's just that if you try to turn tail and flee from someone you're in close combat with, that person get to take a free swipe at you or shoot you in the back.
  24. WayOfTheGun said: On my Techpriest ? Maybe just a little bit But we houseruled that a fatepoint gives always the full 5 points ( my Gm loves to issue Inferno or Plasma pistols to the richer npcs ). The talent itself is not bad, its just that 10 minute meditation to activate it. Blimey, your GM IS spoiling you. Let's hope that he or she will grow a bit more... Evil.
  25. Hrathen said: But you don't want power armor to feel like standard equipment. I don't think there's much risk for it to ever feel like standard equipment. Mainly because there's a plethora of situations where wearing power armour is completely inappropriate or inefficient, and that's excluding the fact that wearing it would probably be pretty uncomfortable after awhile (even best quality power armour still won't be like lying in a luxurious bed with massage features). So it's not something that normal humans would wear all the time "just in case" they run into trouble.
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