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  1. Our group currently has a Battle Sister acting as our Missionary, and she's still in the Ordos, because she's part of a group that's trying to cleanse the Koronus Expanse of heresy and spread the Imperial Creed. We're currently working on a small cluster of worlds along these lines, and the general approach our GM has been going with for her is a struggle between her purity of faith and her need to help the Rogue Trader accomplish the overall mission. Because of that, she's been very conflicted with some of the things she sees on the Emperor's Partisan, such as dealing with the Stryxis, the Cold Trade, and other things. My Rogue Trader character has been walking along a thin edge, using his Charm and other Interaction skills to help her go along to get along. The general goal isn't really to get her to leave the Ordos, but to help her do her job. But, in helping her do her job, she has to somehow resolve to help us do ours, or else leave and find a more pious Rogue Trader to help her and her mission (good luck with that). We're a poor dynasty, starting out anyway, and our Battle Sister came along about six months ago, after we lost our first Missionary to the Rak'Gol. So this has been a bit of a challenge for us too. But, it's also been nice to have a chick in the group; we've always been stag until she showed up with her group of Sisters in tow. We've already helped her set up a mission on two worlds, and we have plans for establishing one at a third. If she does end up leaving the Ordos, for some reason, she's always welcome on the Partisan. One of our more interesting sessions had me buy her some very nice clothes for a dinner engagement. I needed a date, and there she was. Had to teach her how to dance, drink some amasec, smile and bat her pretty little eyes at Calligos Winterscale, and jab her in the ribs every now and then to prevent her from snapping the neck of some of the more vile Rogue Traders and Nobles in attendance. Fun, fun.
  2. When we started with the Conquest, we were a poor dynasty. We went with the Origin Path system for the Warrant and Ship stuff, and were barely able to eek out 63 SP (to include some points gathered from the Explorers themselves), and that was only for the essentials, and we didn't have much for luxuries. We went out with only one broadside of Mars Pattern Macrocannons on each side. And we only had, as I recall, a 24 Profit Factor. That left our options quite limited. I think only one of us made our free Challenging Acquisition Test, and I know it wasn't me, as the Rogue Trader. A Misfortune actually killed 2 points of Profit Factor, so we were really desperate for cash. And yet, we did accomplish the first adventure in the back of the book, thanks to some rather good tactics on my part and some very good rolls. We use the Acquisition rules out of Into the Storm book, so that makes every chance we tried to use our Profit Factor to be considered carefully, because in each session, after the first time you make an attempt, the second is at -10, third at -20, and so on, for each player. Over a year now since we started, and we now have a little fleet of three ships, and a PF of 41 now. I'd say we're doing pretty good, but it was a challenge to get it up there. We've since upgraded the Conquest with a lot of stuff, but you'd be surprised at what just one broadside of Macrocannons can do, especially against smaller vessels. A lucky hit on a rival Rogue Trader's cruiser left him crippled enough for us to get away, so I call that a win in our books; in fact, we hit the bridge, and we're of the opinion that we might've killed the guy. I'd say that the first six months we were doing mainly trade and conquest missions. We've lost some characters (went through two Arch-Militants, an Explorator, and a Missionary), and so our characters are a mix of ranks, from 1 to 4 (My character, the Rogue Trader, the Navigator, and our Astropath are rank 4s). It has been a learning experience and a lot of fun. We're now able to do some of the bigger grander adventures, and we even have some Imperial Guard troops at our disposal. I got them uniforms and everything, including vehicles.
  3. Not too long ago, I had an endeavour concerning something similar, though I'd say the world wasn't as primitive as yours might be. But there was a psyker down there pretending to be a god-king, and he was defiant, even when I brought my favorite Untouchable with me. Even when his powers were gone, he was very defiant, and I got the distinct impression he didn't know who he was dealing with, in spite of seeing a city-sized Conquest Star-Galleon hanging in orbit. Rather than bombard the planet, which was my right, I decided to let my Arch-Militant handle it. I only gave him the following parameters - Make it HURT. He accomplished the mission with flying colors and some pretty interesting creativity. What's to stop players from bombarding a planet? Well, nothing. But, when I run a game, doing something like that could affect Achievement Points. If you were, say, just going there to reestablish contact with the world to have them start delivering the Imperial Tithe, doing a carpet-bombing or planet-wide bombardment will prevent that ultimate objective for a few years, or longer, at the least, before the people get their infrastructure up enough (even with Imperial help, from missionaries and the Ad Mech) to make payments. In such a case, I'd award half the Achievement Points, and then add another Objective - Restore the Planet's Economic Infrastructure. Orbital Planetwide Bombardment should be a last resort that has to be done only if there's nothing else that can be done, because this should affect the Explorer's Bottom Line. However, just targeting some things, like the god-king's hunting palace or his spa with a Lance Cannon Strike is a good option. I like the Corleone method, sawing off one of his thoroughbred's heads and put it in bed with him to wake up to. Subtle, but gets the message across. Would the Priest-King know about void-ships? Who cares? This isn't Star Trek. From your player's perspective, the god-king down there has to know who's the new boss, and it ain't him. But, if your players are more inclined to shoot first and deal with the aftermath, fine. Let them deal with the aftermath, because that will hurt in the long run, especially if they didn't get any Profit Factor added as a result. Leveling a whole world's cities should make it harder for that world to do what it takes to be of service to your players and the Imperium.
  4. Ouphh ... well, psykers are generally regarded as unwanted accidents, even though the Imperium utterly relies on them. That is part of the wicked, twisted dichotomy in the setting -- almost like it was with the Jews in earlier Europe who were generally reviled by the populace but still critical for the economy, for they filled an important vacuum that was closed off to Christians for religious reasons. As such, personally I can't see anyone but underground cults and heretical tribal sects who don't follow the Imperial Creed (or are even actively working against it) to support psyker breeding. That being said, for the Navis Nobilite it is the only way to prolong their bloodlines, at least how GW had explained it: "This centralisation of power serves two purposes; it provides a focus for the material power and wealth of the Great Family, but also serves to control the breeding and progression of the family genome. The Navigator-gene can only be preserved by intermarriage, as it is lost when a Navigator breeds with an ordinary human." -- d100 Inquisitor With regard to population, I still think the general Imperial approach is to promote procreation, even at the expense of marriage itself. I'm sure not every sector in the Imperium necessarily believes it's vital to have multitudes of people ready for various services, but I think the Imperial Creed would not allow Contraception outright for fear that it would corrupt a world into a decadent frame of mind. Not all corruption is done by Chaos; sometimes it's done by people who have rather selfish interests with no help from the Ruinous Powers at all. It's the nature of the beast, if you will, that the Imperium itself has to deal with, in order to fight the enemies from without, they have to also fight the enemies from within, and they've accepted this at great expense. That's why they have the Adeptus Arbites, the Adeptus Sororitas, the Inquisition, the Imperial Guard, and the Adeptus Astartes, after all. As for the breeding of psykers, I can easily see a planetary governor, members or even leaders of a noble house, or even elements of the Adeptus Terra itself doing such a thing to increase the likelihood of more psykers for a lot of reasons. Some may even have the best of intentions; they want to keep the Emperor going, and that means psykers need to be somehow bred, if not through some sort of heretical scientific research than through sheer playing the odds. Of course, this is heretical in and of itself even if the intent be noble, because it opens the door for a lot of nasty things. Having one's own psykers, unsanctioned by the Imperium, could be a powerful weapon to use against your enemies. This could be something a rival Rogue Trader could be doing for his own malign purposes. I'm sure this approach has crossed a lot of people's minds. Not that it has to be totally effective, mind you, it just has to work well enough. The results of this are monstrous, both to men and women (and children) alike. It would completely wreck social stability in areas, be they hive cities or continents or even whole worlds where they are practiced, because if the goal is to produce specific kinds of people, then what's to be done with the multitudes of illegitimate children? Families are a very stabilizing element in any society, and a society that willfully wrecks havoc on it must become something of a surrogate, much like the Soviet Union and China have done in order to destroy social normative functions to promote loyalty to the State. The boys go off to military schools, labor camps, and other places as dictated by the bureaucracy, while the girls are seconded to being breeding chattel, who get no say in who they choose as a partner. This naturally leads to a form of de facto military prostitution, where the boys, who are both encouraged to go to the breeding houses, must also give part of their pay for the privilege, because this also helps keep soldiers dependent on the state. I'd say such a scenario, while very heretical, is also quite fitting for the setting of the game.
  5. I don't really see governments enforcing breeding, though obviously some individual planets might based on their unique culture and local conditions -- but by and large, to me, humanity in 40k actually seems to breed way too fast even without any official intervention. Look at all those vastly overpopulated hive worlds! Places are having trouble keeping the teeming masses under control and securing enough food to cover even the base needs of their people. Millions of human beings who just waste away in the sewers, waiting for a chance to get out of the mudhole. Human lives are numerous and cheap, that's why the Imperium is so casually throwing them away. They may take a bit longer to spread, but I'd say they are almost like Orcs in this regard. Have you tried bartering with them? "How about just one courtesan? EVERYONE ELSE is having one!" Oh, they don't mind him having the occasional floozy here and there, but they don't want a harem. They both want to make sure that my character's dynasty has a strong bloodline, but the Seneschal thinks a harem is a security risk, and the Missionary wants to promote the Lord-Captain as a bit more noble than he actually is, because there is something of a mythical image that the crew has of him (not too long ago we fended off two Ork ships at once, and didn't get scratched, so they call him "blessed" or "lucky"). They are in negotiations with a noble house to hook up with one of their daughters, but I'm thinking what he may do is just kidnap her anyway. I don't really like these guys, but they have hot women. Depending on the sector and worlds, the Imperium could potentially encourage breeding among humans. They could even make it mandatory, but I'd think that'd be a rather desperate situation. The Imperium doesn't really think there's overcrowding, and if you look at it from their perspective, there isn't any. Those are potential troops, laborers, servants, colonists, and cannon fodder. As a Rogue Trader, I see ratings. More people means the wars against the Emperor's enemies can continue, and they have every reason to perpetuate warfare. Chaos, Tyranids, Orks, and everything else out there doesn't make them deluded in their appraisal. I had this idea that some worlds, or sects, might force breeding to produce Psykers. I could see even some Navigator Houses doing this. In fact, I can see the Ad Mech helping out with their Genetors, to help to make more Psykers or Navigators for the Imperium, or for their own malevolent ends.
  6. That all works for me. I was just using quick rough figures to kind of reinforce your point. At least now I don't have to worry about how far I'm travelling; I can now think about delving into the Rifts of Hecaton without worrying what my crew's going to eat.
  7. This is exactly what I'm talking about. It's so hard to conceptualize just how immense these ships really are. The very notion that 7 shuttles can resupply a ship this large is preposterous. These ships carry enough supplies for the crew and the onboard industry for a year or more. To resupply would take something on the order of 104-6 shuttle runs. If we use the low end of that scale, those 7 shuttles, given Halo Barges RAW, would have to make over 1400 runs each. Hey, we handwave a lot of stuff away, and if you can suspend your disbelief with a handful of shuttles, go for it. Unfortunately for me, I took more math in school. Well, I look at things a little differently. For my ship, the Conquest Star-Galleon Emperor's Partisan, she's a 5.1 km ship with a crew of 65,000. I figure each person aboard needs a pound of food a day, which comes out to 975,000 tons a month! That sounds like a lot, but, not when you consider how modern cargo vessels consider volume and weight, in terms of what is called Gross Tons and Gross Register Tons. GT/GRT is a measure of volume on a ship. One GRT is equivalent, in space, to 100 cubic feet of cargo space. This is not to be confused with Deadweight Tonnage, which is the weight that a ship can safely carry, which includes everything except the weight and displacement of the ship. The longest ship, before she was broken up, was the Seawise Giant, an oil tanker that was 458.5 meters long, with a DWT of 564,650 tons, and a GRT of 260,000 tons (roughly). The Partisan is just over ten times her size and volume. Now, all ships are different and a Star-Galleon might be arranged somewhat differently, due to all the other things she has to carry, such as guns, but if we can at least get her DWT, that would be 5,646,500 tons, more given her size. And that does not include the weight of the ship herself. I presume a Star-Galleon is not an oil tanker, and is not a container ship, but given her guns and other things she has on board, I'd put her GRT at least a third of her overall DWT. That would mean she's generally got a carrying capacity of 1.9 million GRT. So, I think I can easily manage a month of food for the crew, and have ammo, with cargo space available. Of course, GRT does not include landing bays and the shuttles and Gun-Cutter I have aboard. So you're right, it would take a lot of cargo shuttles to fully restock a Star-Galleon. Also, a pound of food is not a lot of food per person, and I presume my ship has livestock aboard, and that each family at every station, from the guns to the auspexes and the tram operators and such, keeps something around for continual nourishment, and the ratings get the scraps. Water gets reclaimed. I also have a lot of servitors aboard, most of whom aren't too picky about what they're eating. A fifth of the crew is servitors. So that can cut down on the food supplies pretty nicely. Starports are vital. In fact, I'm hoping that if there is a 2nd Edition of Rogue Trader that somewhere they address building or transporting these into place. Maybe the Imperial Navy does that? I don't know. Also, on my ship, the Retinue and myself, and the bridge crew, does not eat what the rest of the crew eats. There is a pecking order, and rank does have its privileges. My main concern, of late, has been taking raw goods off a planet for the Emperor's Tithe. We've considered that one ship could not possibly carry it all in one trip, so several trips are to be made. Now I'm thinking of hijacking other ships to do help do this, so I'm not going back and forth to Port Wander all the time.
  8. As others have said, sex in the Imperium is probably very common, and I would think that the necessity of the wars the Imperium fights would encourage plenty of heterosexual relations as opposed to homosexual ones. The Emperor needs troops! Depending on the planet and the situation that planet is in, and the amount of Ecclesiarchal influence, the way sex is treated can run the spectrum. It's up to the GM. Rogue Traders can do pretty much whatever they want. Personally, as the Rogue Trader, I don't have a harem. I've thought about it, but my Seneschal and my Missionary (a Sister of Battle) don't want me to have one. I don't like ticking them off. They want me marrying a woman of a noble house or another Rogue Trader or something. Plus, I've already adopted a boy who bravely made his way to the Palace all the way from his place at one of the Macrocannons. Rather not scandalize the lad with a lot of lascivious living. I play the Captain as a serious man who loves his ship and crew. While he can be a womanizer, he prefers a certain quality of woman; well-bred, gorgeous, and most importantly, rich.
  9. When we started our campaign, we started with one basic shuttle per 10 Ship Points we had available (we had almost 70 points). These shuttles aren't armed, they're used mainly for cargo, and aren't anything special. Also, there are labor servitors that do a lot of the cargo lifting, and for bigger jobs they have forklifts, pallet-jacks, the usual, so in general we go with what's assumed would be necessary for a Rogue Trader to do the basic job of trade. We also have a house rule that most garden variety vehicles found in the Imperium are relatively Common in Availability, things like basic motorcycles, cars, trucks, even aircraft, some speeders, and boats, that aren't specifically listed in any of the books will be Common, particularly if you go to the Calixus Sector to get them. We have bicycles in our ship (a Conquest-class Star Galleon) for the crew to use, because by and large we don't let the majority of the crew use the service trams and lifts; those are for officers and, naturally, us. Of course, Availability for common vehicles found in the Imperium changes dramatically from world to world, especially if you go into the Expanse. My retinue and I get stuck on planets quite a bit. Fortunately we have a Teleportarium (but we have special rules for how this works). Getting stuck can be an adventure in itself. If we get stuck, the thing, naturally, to do is contact the ship and have another shuttle sent down. Sometimes that's problematic. Recently, because we don't often like to use the Teleportarium because it's not too reliable, I sent down my Missionary and Arch-Militant along with a few troops down to a lost Imperial world that was colonized 7,000 years ago. We just arrived as they were about to launch their first moon mission. My Missionary and Arch-Militant were caught by the local authorities as they were assessing the planet, because my initial plan was to learn more about them before I came barging in, orbiting the planet, and reintroducing them to the Imperium again (felt it was more profitable to avoid civil unrest and making examples). They had their micro-beads and weapons confiscated, and they had to figure out how to escape. I was getting ready to get them out, using the Teleportarium with my Astropath Transcendant and his Choir finding them and operating the controls. Fortunately, they escaped, and were able to use a local radio to contact the ship, and I didn't have to risk a failure. So, I sent down myself, the Explorator and a few of my heavily armed troops in my gun cutter to get them out, and we had to avoid fighter interception to do it. Great fun.
  10. My Rogue Trader and his Retinue use a Gun Cutter for most of our planetary travels. It's better than using a ground vehicle, heavily armed, and is spacecraft with staterooms and accommodations for six people. I even have enough room in there for a land speeder.
  11. After my Black Templar Tactical Marine finally got off Scintilla after a grueling mission to destroy an Eldar presence, an examination by a churgeon tells him that he's not sterile (strangely, why that had anything to do with healing my wounds that I had on my arms I do not know - what were you checking down there for, doc?). What are the implications of this? I think it's got to be a mutation of some kind, and maybe it's possible. I went through an ancient Webway Gate along with my Kill-Team to the underbowels of Gunmetal City and faced down with some enemy psykers in the process of destroying the Eldar enclave, or maybe it's a radiation thing, I don't know. I am about to meet up with one of my Chapter's ships in the next session. I'm wondering if I should bring that up?
  12. Siranna said: Or... just let her play a female Space Marine. And before someone goes off and starts calling me out (I've read the rants, no reason to reiterate yourselves), let me say this; it doesn't matter. Honestly people I don't see what the big deal is. So they wrote in the book 'all Space Marines are male'... so? It's a GAME. It wouldn't be the first time that I've disregarded something in the rules because I didn't agree with it and I can name at least a half dozen other people I know as well who play (Dark Heresy mostly) who have their own lists of house rules. I'm sure many of you do as well. Also let me point out that I am a woman and have no problem playing a male character; I simply chose not too on occasion. That being said the way that we handle gender issues in our DW game is that we don't make a big deal out of it. Anyone can play a female Space Marine and they are treated exactly like any other battle brother. There are no exceptional circumstances for their being there - they simply are. Actually, it does matter, or it wouldn't be an issue. If gender roles didn't matter as they actually do (because people generally work and play to their strengths) then this whole discussion is moot. In all my reading of the Space Marines, one thing I can't find is how precisely the process of becoming a Space Marine affects sexual attraction and behavior. I realize it renders them sterile (the hormones alone would do it), but if at all possible you do not want to lose the competitive and aggressive drive males intuitively have. So I have no reason to believe that while it may make a Space Marine sterile it should not affect how he approaches the opposite gender, unless the hypnotherapy covers that too, but I don't know where it says that. It is through ritual, faith, and a devotion to the Emperor and his Chapter that helps keep the Marine's behavior in check, which gives them more of a reason to employ Chaplains and other specialists who help keep the Space Marines in proper military bearing and their focus squarely on where it needs to be at all times. Seems to me that some Chapters would have no problem sending their Space Marines out for some R&R and some female companionship from time to time, like the Space Wolves. (One of the ideas my group is exploring is what if the process failed to render a Space Marine sterile? I can imagine how that might cause a stir among the Chapter itself, and probably call the poor guy a mutant.) The only issue I'd have with a Sister of Battle finding herself among a Kill-Team. What is she doing there? Was she found by the Kill Team during a mission, or assigned? You could go the route of trying to make the Sister of Battle equal to the Kill-Team by giving her 13,000xp to spend, but then that returns us to the same question: What is she doing assigned to a Kill-Team? A woman like that has no business being in a Kill-Team when she should be leading her entire Order into battle. She has authority; she quite literally possesses more authority than the Space Marines she's found herself with. If she has no Sisters to lead, well, what happened? How did she lose them? Did she merely get separated or were they all ambushed and killed? Seems to me that a Kill-Team would be assigned to her as a supplement for her forces. They're out there to destroy a major heretical cult that happens to be in league with an alien force, such as the Ork or the Dark Eldar. She'd go with the Kill-Team to do a reconnoiter and a crippling raid or two, with orders to the rest of her Sisters to go in guns blazing (literally) if they don't come back in X amount of time.
  13. Wayfinder


    I guess what I might want to ask is how risky might it be just to go walking around in full armor and a chain sword among the liliputians? I've had some bad incidents with Dark Heresy and Rogue Trader characters on Scintilla. How would these people react to seeing a Space Marine? How often do they see them? I'm sure a gang or two would love to have a go at him just for bragging rights.
  14. Wayfinder


    I'm a Rank 1 Black Templar Tactical Space Marine who was part of a Deathwatch Kill Team sent to Calixis, to Scintilla to wipe out an Eldar presence hidden deep in the underhive of Sibellius. We managed to wipe them all out, with the help of some Inquisition Acolytes, but I'm the only one left alive and I guess I wonder exactly how do I get off this planet? See, we got here through an ancient Webway Gate, and we shut it down. I want to keep this character and see if I can get him back into operation as soon as I can. But I'm way over here in Calixis and not back where we started. Should I just muscle my way out?
  15. bobh said: In point of fact if your Gm was up on fluff its likely they know exactly who you are and that you would take their kin prisoner 'before' you did it, meaning not a few of those pretty ladies are more than they seem. You SHOULD be expecting more Eldar to show up when 'you' least expect it. If they are Dark Eldar you are dead and don't know it. And if they are not DE they will find you and kill you...when they think the time is right so enjoy yourself no matter what you do. Eject them into space and run as fast and as far from their craftworld/planet as you can. That aside if your GM allows that kind of insane capture....milk it for all its worth. Oh, my GM is up on his 40K fluff. These were Eldar Corsairs, and they got their butts handed to them. I merely outmaneuvered them and had them pinned in such a way they couldn't get their main weapons to bear on my ships by the time I had three or four rounds of concentrated fire on them. Then I boarded the other two ships, much of which fought ferciously. Kroot Mercenaries are worth every penny. Oh, did I mention I have Untouchables aboard? But this bluster about how bad-ass the Eldar and Dark Eldar doesn't impress me. I know what they can do, and I'm still not impressed. The idea that they'll "find" me no matter what I do is patently ludicrous, because if these clowns really had their act together they'd have an empire that's comparable to the size and scope of the Imperium. I say, bring it on. Let them come. I'm waiting for them.
  16. Sweet. Good idea! Do you think maybe I might be able to auction some of them off? I know Footfall has an auction place for that kind of thing.
  17. Well, nobody knows I have them yet. I don't know if the mighty mighty Eldar knows what's happened with their fleet. I intercepted five of their ships, destroyed three, captured two, with very few losses (I think I lost some livestock - it was a very good raid). I hope I can use them for something other than Target Practice. I'm not worried about making the Eldar an enemy. I see no reason to make them a friend, since they killed my character's father in cold blood under a flag of truce. As far as Ordos Xenos, I'm not worried about them. What I really want to know is how much these ladies are worth on the market? Meaning, what's my Profit Factor likely to be? Surely there's some wealthy nobleman or governor who might fancy a little Eldar tail for his conquests?
  18. My question is, regarding Space Marine conduct and policy and whatever else, does the Inquisition have any authority or power over them? I admit my own personal ignorance about the subject, but I've been led to believe that the Space Marines are a monkish chapter above and beyond the general laws of the Imperium, to be called upon for the direst of emergencies (confirmed in some way by bureaucracy and Librarians and other Psykers), and that they generallly do what they please. Here's another question. Are they always rendered sterile by the process of becoming a Space Marine? Might there be some that could spawn new generations of them with their modified geneseed? I had this rather brilliant idea of a Rogue Trader Adventure regarding a new breed of human involving Mother Nature commandeering a Lost Space Marine Chapter and developing a new space-faring EMPIRE as a result.
  19. By the way, my GM says I'm way too smart for my own good.
  20. I've captured TWO Eldar Warships (my poor GM didn't know what hit him, the poor bastard). Anyway, I have a small populace of Eldar Women available. Eternal, beautiful, and sexy. What should I do with them? What can I do with them? Should I sell them? Could they be converted into entire Profit Factors? I'd like something of a guideline as to what they may be worth, if they're worth anything at all.
  21. Well, one idea I've been toying with is a world that was isolated from the Imperium for 8,000 years, and has finally developed an industrial society. It's managed to land people on their two moons, and they have a balkanized political structure, meaning they're not united. They have developed their own religions, their own ways of doing things, and their own cultures, ranging from totalitarian communism to laissez-faire capitalism. Some nations have developed nuclear power and infomation technology. In other words, a world like our own. With 6 billion souls on it. And then the Rogue Trader and his crew shows up. What will they do? This idea would take some fleshing out, and it might not be among the themes of 40k as it might otherwise be. Most certainly it would take more than one game session, and might take a whole campaign, or a series of story arcs regarding this world.
  22. The Sisters of Battle handled the matter for me. I don't know what they did to him, but we haven't seen him for six days whilst traveling back to Port Wander. He came out of their convent a changed man.
  23. The Boy Named Crow said: Dalnor Surloc said: Sure, but a wise RT would work with the Missionary to volunteer an agreed penance which the RT would accept. I like this solution. Especially since, from a practical standpoint, the Missionary probably has a better understanding of the imperial creed, and a suitable punishment for his transgression, than the RT himself. I can't have the guy scrub toilets, even if he wants to. I need him to retain his stature. I've agreed to some sort of penance, but from here on out I've decided that he ain't going anywhere without someone who isn't so idealistic and can read the stitches on a fast-ball. I'd rather he not go with my Seneschal, but maybe a Sister of Battle (we have an entire squad on board).
  24. I hate to burst bubbles, but I wouldn't get any hopes up that everything about being a Space Marine will be uber. Most weapons and equipment will more likely be the same as you've known then in DH and RT. A Bolter is still going to be a Bolter in Deathwatch. And I wouldn't be a bit surprised if Powered Armor still has the same characteristics. There will probably be new equipment (such as Assault Marine jetpacks and armor and the mighty Terminator Armor). However, I think the improvements will be seen in the characters themselves. I wouldn't be a bit surprised if you started with a character with much higher Strength and Toughness, making characters equal to Ascension level. Space Marines are more resistant to toxins, more resistant to fear and psyker influence, more resistant to Fatigue, and I believe they can go further with less food, but I may have read that wrong. There may be new Psyker powers for Librarians, Chaplains, and other personalities. What I'm personally hoping for is Vehicles. I want to see the Land Speeder, the Rhino, the Predator Tank, the Land Raider, the Whirlwind, and most importantly, the Dreadnought. I would be tickled pink if they allow PCs to be Dreadnoughts.
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