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Tullio

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    Kingswinford, West Midlands, United Kingdom
  1. My group plays a regiment of light dragoons, and so far it's worked very well. They generally play out much as any light recon regiment would, except with the option to stage a mounted ambush if they want to. Once my players got the idea that they don't have to be glued into the saddle the battles got rather fun I think the problem with mounted troops is that people tend to zero in on the Hunting Lance and assume that's all there is to the regiment - charge with Lances, then stand around looking awkward. I don't see why a Lancer formation might not have the troops armoured in carapace and carrying chainswords as back-ups, with fire-support squadrons dismounting to keep the enemy's heads down before the charge
  2. This really winds me up as well. The odd typo I'm prepared to ignore, but in nearly every sourcebook I've bought I've seen words downright missing, half-finished sentances, malapropisms ... obviously nobody so much as gives material a read-through before publishing
  3. How much I do to prepare is more or less dictated by the interest of my players. I don't tend to send out background material because I know my players won't read it anyway. Same goes for a lot of the scene-setting in-game - I think about half of what I say tends to get noticed. However, I do over-prepare, especially with things like NPC profiles. It's a lot easier to deal with the odd detours that inevitably happen if you know your main setting and characters well. Maps are a essential if your group has a habit of being distracted like mine do. My maps tend to be roughly drawn on graph paper, and we use labelled drawing pins for the participants
  4. I haven't started our group's character creation, but I've created six regiments for them to choose from, all variations on the infantry theme
  5. I can give a stop-gap answer to the tank ammo question. According to Imperial Armour Volume 1, a standard Phaeton-Patten Leman Russ has space for 40 Battle-Cannon rounds. A Demolisher has less space - 25 rounds. Heavy Bolter ammunition is listed at 600 rounds, I would assume that means per weapon. Lascannon ammunition is listed as unlimited - plainly absurd since even if it ran off the vehicle's power plant it couldn't be unlimited.
  6. I think in this case referring to Battlefleet Gothic (The game) is appropriate. In the entry for attack craft it mentions that the Fury Interceptor is just one of many patterns of fighter that fill the same general role. Now in the context of that game it didn't matter what those patterns were, in the same way that an Admiral is unlikely to care so long as those fighters do the job just fine. I'm afraid this boils down to "do as you please", which you can see as a blessing or a curse … I like to think blessing
  7. I'd run it as a potential Endeavour component. The Navigator could potentially convince his House to invest in projects, opening up an avenue of wealth that would otherwise be very difficult to break into. As to acquiring more Navigators, the way I see it, once the word goes out that a Rogue Trader is after another Navigator the Houses will be competing for the contract with each other - even if they pretend not to be on the public face of it
  8. I generally like the fluidity of the rules insofar as everyone can usually do at least something, but I did have an issue with how I'd end up with characters that have no naval experience in their background routinely operating the ship's augurs. We use Trade (Voidfarer) a lot more for Tests like these and it makes a lot more sense, frankly. Between the Master of the Guns and the Captain himself there's always at least one PC who can assist efforts to operate the Augurs.
  9. I prefer to have a range of encounters at work rather than throw daemons at the ship every time, which is why I quite like results like this. If you really want a cause for the fire and similar problems you can blame it on the crew getting strung out during the journey. I've started using the warp translation rules from The Navis Primer, but since my group haven't got a PC Navigator I've been a bit lenient on the (many many) Tests. Personally, I'm happy to ignore the rules if it suits me - what matters is that whenever they put to Warp, something strange will always happen
  10. Couple of immediate thoughts: Broadside Macro Turrets: Get rid of the surprise bonus, unless you'd grant it in similar situations from non-archaeotech. Like for example a Q-Ship with a hidden prow battery Teleport Launch Bays: I'd include an accidental mishap rule, requiring all launches and landings to take some kind of - relatively easy - test. Even Dark Age of Technology teleport tech wasn't wholly safe, so there should be a chance of a squadron getting lost in the Warp Teleport Artillery: A lot of rules for one component … I'd consider just using it for macrocannon or torpedoes
  11. I've had the book downloaded for a couple of weeks now - I'm glad I downloaded it, because I would have felt a bit cheated if I had paid full price for it. There's some useful stuff in here for pencilling in details to otherwise one-dimensional systems, but there's no way I'd use it to run whole Endeavours from. I tried to go through the process of system generation from start to finish, but I just found it desperately boring. After generating three planets in the Inner Cauldron - with moons - and ending up with generic hot rocks rich in minerals but not a lot else of interest, I just gave up. For all the generation and tables I'd rather just pick the more interesting bits from the Encounter Sites to give my players something to do if they end up off-course or attacked by pirates or something. Having said all that, I rather like the Treasures tables. Trying to justify the odd results that it throws up is rather fun (A Relic Shield with the Vanishing and Resplendant quirks … a collapsible archaeotech shield maybe ), though I admit some of the end results can be a little strange. Still, that's what GMs are for, so you can always iron out the kinks Oh yeah … and this book does remind me of what I liked about Edge of the Abyss, so that's a good thing …
  12. Or you could throw a spookier spanner about - the ship isn't really in the Warp at all, but is actually reflected from Realspace. The players can find out where in Realspace it is, but only by listening in to it's transmissions
  13. It wouldn't surprise me if no-one noticed the co-incidence. The maps in 5th edition 40K books in general appear to have been rather poorly researched - as I recall, in the core rulebook several Gothic Sector worlds are placed in completely the wrong place on the galaxy map - Schindlegiest being one, as memory serves. Don't even get me started on "Chogoris" ...
  14. I have two such stories, one more predictable than the other. The first involved an Assassin, classic black bodysuit plus a mask he never takes off. The other players had been complaining that he'd had things all his own way for a while so I decided to turn his outlandish appearance against hin. Next planet they're on, they have to pass through Immigration. Immigration requires a blood sample, headshot and registration of all weapons. Predictably, this is like pulling teeth from the Assassin. It would have been a slow, but successful process, had not the Assassin decided to nick one of the officers with his neurotoxin-coated dagger. The entire party promptly got arrested. The second is quite recent. In our last Rogue Trader game, the Master of the Guns got shot by a thermal lance - the kind used to cut through hull plating. For some reason he chose not to use a Fate Point to re-roll his Dodge (Bearing in mind the party knew exactly how nasty these its were, having seen a combat servitor cut in two moments before). He took about 27 damage and ended up having to burn a Fate Point to survive
  15. Well, I tend to try and roleplay out the results of the roll - for example, last session my group tried to acquire six new Halo Barges, failed badly (Twice, since I gave a re-roll for the sake of clemency. It's Halo Barges, damnit) so I told them the merchant didn't want to accept the currency they were using. So they promptly decided to go to the master of the port to see if they could get him to pull some strings. All of this was perfectly good role-playing, but between deliberations over what to do and Interaction Tests a lot of time got eaten up
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