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Posts posted by InfinityDoctor

  1. That's fair enough, although this was the response I got three days after the initial mail, which had already generated an auto-response.

    To be honest, I'm not really expecting a proper answer. I CAN say that I've used FFG's parts replacement service before now when I had an issue with some X-Wing stuff and they were brilliant, and with limited resources, I'd much rather they focussed on maintaining THAT service above any general enquiries.

    It would be nice to get a quick update or something though, just to let us know whats happening with the book. 


  2. Well, I got an email from Asmodee responding to my query regarding the book's availability: "Thank you for contacting Asmodee North America’s Customer Service and Parts Replacement Department. We appreciate your inquiry and are happy to assist you with your outstanding issue."

    Only, I didn't actually contact their North American Customer Service and Parts Replacement Department, but hey...

    After some very helpful text about getting replacement parts (which I haven't asked for), they end with: "If you have another general inquiry, we will respond in person as soon as we can. We thank you for your patience as you wait."

    Ok....and then...

    "Here at Asmodee North America, we want to give you the best gaming experience possible, and we are always happy to hear from our customers! We appreciate your email and your patronage."

    Well, that's nice, but maybe they could show some appreciation by actually answering the question I asked?? Just saying....

  3. 8 hours ago, Ferretfur said:

    Well, i have sent messages directly to the customer services department and International distribution department and wait to see what they have to say...if they replay at all beyond the automatic reply.


    User Support
    Hello Robert xxxxxxxx,
    Thank you for contacting Fantasy Flight Games. Your message is being delivered to the proper department, who will respond to your question.


    Fantasy Flight Games


    Hope you have more luck than me, I mailed both of those departments on 17th Feb and have had no answer from either. I even tried Asmodee directly, and was equally ignored. These guys are great when it comes to needing missing or broken components replaced, but don't seem great at general customer service.

  4. 1) This normally means that the threat dial gets moved on by twice the mission threat level before the mission starts, so for your level 2 mission, you would increase the dial by 4. Its also usually there to allow the Imperial player an additional spend, to bring in more forces etc. during the update phase (although some missions allow the spend at Deployment). Once the mission is in progress, threat increases at the normal rate.


    2) I read it the same way that you did - only one guard can block on a given attack.


    3) I guess you have to tell them the updated objective, or they won't know how to complete the mission. I wouldn't share Vader's reduced health, but its personal preference.

  5. The rules relevant to your example are basically: Line of Sight is traced from any corner to any corner, and figures are considered adjacent if their squares are next to each other and don't share a complete edge containing a wall or impassible terrain. Figures can also move through a corner of walls or blocking terrain, as long as there is no intersection.


    So yep, a character in A can melee attack a character in B cos they're adjacent, and moving from A to B cost 1Point.


    Storm Shields, Lightning Claws new weapon upgrades, oh and Cyclonic Missiles. The Exterminatus has arrived in Rogue Trader. eek

    Really?  There are human-sized lightning claws for Rogue Trader now?


    Yes, but they're considered Unwieldy if you don't meet the minimum Strength Bonus...

  7. I'm really beginning to like the sound of this book.

    It is a good book, and interesting counterpoint to Blood Of Martyrs. Faith and Coin doesn't deal with the workings of the Ecclesiarchy as such, it focusses instead on those individuals who travel far from the existing diocese to establish (or re-establish) the Imperial Creed.


    The Endeavours presented could even ostensibly form the core of a player establishing their own sect or Creed variant. The GM could easily make these part of a grander scheme, with plenty of opportunities for playing out the struggle between acceptance and condemnation as heresy. 


    What the book doesn't have, however, is much in the way of new starship options. (In fact, it may not have any, but I'm hedging here in case I missed one in the equipment section or a sidebar somewhere!) This, to be fair, is not relevant to the character types presented though - these are characters who take journeys on other people's vessels rather than commanding their own.

  8. Would it be possible to tell us a bit more about the Alt Careers?


    Sure. The first three pretty much do what it says on the tin: Beastmaster is a creature specialist/trainer. The Witch Finder hunts psykers. The Reliquarist is an artefact hunter/antiquarian. 


    The Adherents of Aleynikov are tied to the history of Nadine Aleynikov, one of the legendary missionaries introduced in the first chapter. They are itinerant faith healers and physicians.


    The Red Consecrators are similar to the Redemptionist, although they follow the teachings of Genevieve Almace, another of the legendary missionaries. They are zealous warrior monks who "view battle as an expression of faith."


    The Order Of The Hammer are followers of Nicomedes Keefe, again, introduced in the first chapter. and are drawn from the hermitage of Foulstone. They too are itinerants, but they value wisdom, knowledge and information and seek to aid the expansion of fledgling Imperial colonies. 

  9. Mine turned up today, although I haven't finished reading it thoroughly yet. Based on a rough read-through, you get a chapter dedicated to famed missionaries, covering their lives, actions and final fate (which isn't always certain).  


    Labours of Faith offers new Endeavours specific to ecclesiastical characters, such as bringing a lost populace back into the Creed, or recovering an artefact. This also adds mini write-ups for two new worlds, Ikeran and Pratus.


    Instruments of the Creed adds six new Careers plus a number of weapons (including the new "Cleansing Fire" and "Sanctified" qualities), armour and miscellany. There is also a section on Holy Relics here, associated with the characters introduced in the opening chapter.


    The book is rounded off with a reasonably sized adventure "The Sacred Heart", involving the quest for the resting place of an Imperial Saint.


    (EDIT: probably should have listed the careers: Beastmaster, Witch Finder, Reliquarist, Adherent Of Aleynikov, Red Consecrator and Order of the Hammer Initiate. Beastmaster seems an odd inclusion, since it isn't really grounded in the priesthood (unless I missed something). )

  10. Zappiel said:

    Thanx for the heads-up, Doc!  happy.gif  Glad you seem to like it, but sounds like it ain't for me...doesn't have the tasty bloody meat i'm seeking, just fluff.

    No probs. Just so you have a bit more info about the crunchy stuff on offer: The Acheros Salient (where you're about to be playing) section has the background and structure of The Stigmartus in it. You get stat blocks for Stigmartus Infantry, Officer Bishops (kinda like Commisars I suppose), Ogryns and the Cult General's personal guard (The Undying). You also get The Defaced, ritual warriors who have been surgically (and grotesquely) altered.

    There is a little info on The Pyre (the local Chaos Marine warband) and the Word Bearers, although the only stat block you get is for a Word Bearers Dark Apostle, as one of the other posters mentioned. I guess you'll be needing Black Crusade for the Chaos Marine contingent. happy.gif

    The chapter is rounded off with a look at Samech, with a stat block for the Simuloptera Hive (bizarre tainted nanites), and Magos Benezek, an agent of the Furnace Lord.

    The final few pages cover the stats for the Demon Prince Mephidast, and introduces a couple of new (Nurgle) powers.

    This whole chapter runs to around 30 pages.

    I guess the rest of the book wouldn't be of massive use to you if you've already defined and played through the Orpheus and Canis Salients, and this chapter's use would be limited by how much of the Acheros Salient you've already brought into your game.

    I love the book, as I said before, but I'm just starting out. I think you're right in your assessment that this should have been one of the earliest releases - even before Emperor Protects or Rites Of Battle to be honest.

  11. Ok, I picked up my copy yesterday, but between work and the Space Marine game on the XBOX I haven't had a proper, thorough read-through yet.

    From what I've read so far though, its excellent. There is a short opening section dealing with the Jericho gate itself, which brings some interesting possibilities into play. The history of the Crusade is nice background material, as is the overview of how it is being run. Some of the mysteries of the Sector are also briefly looked at, but in a Tool Box kind of way, so GMs needn't worry about anything contradicting what they're already doing.

    Of the remainder of the book, I must admit, I've only really read the Orpheus Salient in great detail, since thats where I'm setting my initial campaign - so this is probably the bit that Zappiel would get least out of. Hive Fleet Dagon gets a closer look, with some new detail added that isn't in Mark of The Xenos - and there is a suggestion for how to apply the Shadow In The Warp in game terms. There is also a new, unique variant of the Lictor - the Mist Reaper.

    The Astartes get access to a new piece of equipment here as well: the Fire Wasp, a specialised combat drone.

    Obviously, opinions and values will vary, but personally, I'm glad I bought it. Its very heavy on the fluff (which I like) - in the sixty odd pages I've read so far there have only been two Deeds (The Lord Militant's Favour and Scout Of The Reach), one small mechanic for Shadow In The Warp, one stat block for the Mist Reaper, and two items - the Dragon's Fang relic and the Fire Wasp. So - very rules light all in all....


  12. Javlynn said:

    It also would be a holy document in the eye's of the Ecclesiarchy, and that is something they would hold as being in their domain and their domain alone.  And you know, they are slightly protective of that domaingui%C3%B1o.gif.

    Dunno about holy - its more likely to end up locked away in the Ecclesiarchy's equivalent of the Vatican Z Collection, like every other piece of evidence that threatens the underpinnings of their faith (and power structure) that they haven't just burned outright. gran_risa.gif

    And redhead222 - spoken like a true Rogue Trader!


  13. I'd go with Malcador then, he pretty much founded the Administratum (not to mention the Inquisition at the dawn of the Heresy).

    As an aside, the Astartes don't worship the Emperor as a divinity either, just as their progenitor and ultimate exemplar of humanity - even in the 41st millennium.  If you really want to put the cat amongst the pigeons, have your document be a standard operations manual for adjudicating Compliance, and have it written by a codicier for the Ultramarines or the Imperial Fists at the beginnings of the Great Crusade.




  14. I'm not sure that the Emperor made a written declaration of principles, but you could still keep your idea - maybe have it as a document prepared by Malcador The Sigilite, and call it the Codex Imperialis or something - or if you wanted a distorted version venerating the Emperor's divinity, make it something written by Lorgar before his fall? The Aurelian Codex?

  15. I'm not sure its a document, wasn't it just an all-encompassing term for the reign of the Imperium of Man, literally the "Imperial Peace" ?

    The laws are held in written form as the Lex Imperialis, although they've obviously changed a lot in the 41st milenium, and the Arbites enforce them now.

    The Emperor's original intention (as far as we know it) was to bring about an age of unity and enlightement - hence his drawing worlds into "compliance". This served a dual purpose - reuniting the worlds lost since the diaspora, and stamping out religion and superstition. The Emperor was pushing for an entirely secular Imperium, presumably to weaken the influence of Chaos - removing religion and superstition diminishes the effectiveness of cults simply because people wouldn't believe in them.

    I don't recall him banning the Warp - he did put a ban on Warp sorcery via the Council of Nicea, but this was a late revision - he'd allowed the study of Warp phenomena and the existence of the Librarian program until the Thousand Sons' activities gave him cause for concern.

  16. ZillaPrime said:

    Perhaps your GM will allow you to buy the Astropath psychic power "Auto Seance" as an elite advance? (allows glimpses into past, present and future, plus it provides limited protection and enhancement for other diviners.  There is also an entire psychic power category (again from RT) entitled "The Emperor's Tarot" and as you might guess, all of the powers revolve around psychic-enhanced Tarot readings.  You might be allowed to buy into this when you gain your next Psy Rating.  (just takes a little converting by the GM, mostly generating threshold values and determining potential overbleeds).

    I hadn't actually thought of looking at Rogue Trader and Into The Storm until you suggested it, but I'm not sure, after a quick read through, that these offer any real benefit.

    The Emperor's Tarot techniques largely offer variations on Personal Augury or the "buffs" mentioned in earlier posts, so they're not radically different to what we already have in Dark Heresy. Isn't Augury in Rogue Trader actually less powerful than Personal Augury in some respects too? - You only need 3 degrees of Success in Personal Augury to discern doom, malign influences, benign factors and fate - but it looks like you need 6 in Augury for the same result! (Unless it got errata'd - I always forget to read the errata! )

    Also, Autoseance doesn't actually grant the ability to read the past, present and future - that's just part of the description of Astropaths in the opening paragraph of the power. Autoseance serves as a booster for other Psykers using Divination, and allows you to take on some of the fallout from the Perils of the Warp.

    Course, apologies if I've got this totally wrong! I'm not actually playing Rogue Trader at the minute, I just have all the books. happy.gif

  17. I have an Imperial Diviner in my own game, Varn Lazarus, former student of Aristarchus The Seer and recent inductee into the Occularians.

    For me, divination isn't a problem - as a GM, you just have to remember that prophecy is all about prevailing events and symbolism - its not about giving the diviner a photographic snapshot of a future event. Its a great tool for foreshadowing as well - it worked brilliantly during the Haarlock's Legacy.

    I actually allow Personal Augury to be used on Varn himself, its not really a game-breaker, but I don't allow questions that have a specific, simple answer. I'll allow a reading based on "What should I be aware of when I enter the House of Dust And Ash?", but not "Should I press the red button or the blue one?". (In the latter, the readings would always be confused...)

    I also have a few pre-prepared ideas for doom and fate in mind for each session and since Varn uses a hand-crafted Emperor's Tarot as a (Lesser) focus, I made a list of the broad meanings of the major arcana (based on the standard tarot deck) so I can drop them in for flavour. Basically, as a GM, you need to be able to think on your feet and adapt some of these ideas quickly, on the fly!


  18. Mjoellnir said:

    I was under the impression that the teleport backpacks work like the warp drive of a space ship, regardless if the user is psychic, normal or null (there's also a less reliable one in Rogue Trader that doesn't allow for big distances but can be used by everybody). Before I got the book I thought the psy rating would be important because they would channel it into the teleporter to increase the distance, but the text says they use their psy rating to protect themselves like a Gellar field would.

    To be honest, its not very clear. The text seems to indicate that the teleport is psychically triggered ("With a thought..") and while it is normally used like a jump-pack, there's that whole ability to cross vast distances based on psychic ability - but you don't seem to spend any more time in the Warp if you're shunting from Terra to Titan or six feet forwards.

    Maybe someone who has read the Grey Knights novels could shed some light on the technology involved? The Codex doesn't really explain how they work either.


  19. I've always put it down to "down-time" between adventures for the most part - the PCs are an Inquisitor's entourage after all, so they get roped in to aiding the Throne, then have to go back to their day jobs until they're called upon again. (I've also run sessions involving their normal careers - not just Inquisitorial work.)

    And if they go up a rank during an adventure, they don't actually get the physical promotion until the next appropriate gap. (I usually get the players to write up some suitable escapades to explain the promotion - assuming we aren't actually playing through them).

  20. When the Grey Knight Interceptors use a teleport shunt, they're not in the Empyrean for very long nor do they usually travel very far. Even a Grey Knight with an 8+ Psy Rating teleporting across an entire solar system is an insignficant distance compared to the vast expanse of space that a voidship has to travel - and the Grey Knights can't cross interstellar distances.

    For the limited period that they spend in the Warp, the strength of will of the Grey Knight is sufficient to protect them.

    As far as allowing a Null to use a personal teleporter, I'd say no. Its a technology based on psychic ability, in much the same way that the Grey Knights' Aegis is empowered, and an Untouchable just doesn't have any psychic ability (in fact, they dampen it!)

    I'm not sure that there are alternatives to a Gellar Field - hexagramic wards and the like seem to offer some protection, but they tend to augment the Field, not replace it. That said, the Orks don't appear to have Gellar Fields, but I'm not sure how their ships are protected? Sheer bloody-mindedness maybe?


  21. Lucifer216 said:

    There is a difference between word count and actual content,as anyone who has had to listen to political speeches will know.

    An additional beef I have with the book is that the sections "System Synods and Cults" (p.34-35) and "Saints of the Calixius sector" (p42-44) are actually covered in more detail in the Inquisitor's handbook (Chapter VIII, Religion and Supersition). The space used could have been better served by more detail on the Ecclesiarch in the Calixius sector, as that is effectively the only form of new background material the writers at FFG are allowed to produce.

    Actually, that's probably my main beef with a lot of the material we've seen lately from FFG. It repackages material die-hard 40K fans have largely read before and seems to have less geniuely new factions and cool concepts than we saw in Disciples of the Dark Gods, which I feel is the high-watermark for Dark Heresy and certainly knocks the socks off Edge of the Abyss.

    We still haven't had clarification on the lifestyle of the Adeptus Soritas, particularly the thorny issue of chastity. I also am rather peeved at the fact that the small sidebar on p.27, actually says who the current leader of the Temple Tendency is, when "Blood of the Martyrs" is clearly not a book marketed as GMs only.

    On the other hand, I like the gear and the faith powers (even if the specular ones can be used a bit too frequently) and love the mention of St Ollanius Pius. I'm currently seeing what a Rank 16 Inquisitor originally of the Soritarius looks like and she's already looking extremely formidable.

    I think that Blood of Martyrs opens up the possibility of runinng an Ordo Malleus themed chronicle. Previously, I've always thought that the PCs in Dark Heresy, coupled with the brutal rules for fear make the game more suited to the typical role of the Ordo Hereticus.

    To be fair, that content isn't padded with superfluous waffle though, and you do have to make allowances for the fact that not everyone reading these books is going to hold an encyclopedic knowledge of the 40K Universe. I'm relatively new to it, for example, and came in through Eisenhorn and the Horus Heresy books rather than any of the other stuff - therefore I'm not really sure why the issue of Sisters Of Battle chastity is a thorny one...I just thought they were kinda like the Bene Gesserit, but with big guns. happy.gif

    But yep, there is some repetition, and I do agree that this ISN'T a "safe to give to players" book - its not just the Temple Tendency, there are other background revelations in there (the Margin Crusade springs to mind, and the background entries for the cardinals.) Not really an issue for me, since my players prefer to learn stuff as they play rather than read huge chunks of background detail, so they never take the books away, but if yours do normally, I wouldn't let them in this instance.

    Actually, the last part of the above post made me wonder: Do you folks focus your games on just one of the Ordos? I know the PCs tend to be in the service of a single Inquisitor, but I've been treating them as a kind of "Shared Resource" between a couple of characters (in a min-clique), with their proximity to an event or suitability to investigate determining their involvement in the adventures (when they're not just following something up on their own initiative). Does everyone do this differently?


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