Jump to content

the liegekiller

Members
  • Content Count

    122
  • Joined

  • Last visited

    Never

About the liegekiller

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , Ontario, Canada
  1. def. should fall under the demolitions skill. having to roll on Tech Use is redundant. as stated by other posters that kind of thing is covered in demoltiions training. cheers
  2. i can't help but to think there should be a grapple component once the garrote has been established. the natural reaction is to fight for life and breath. those that are using instinct will try to release the offending item from the throat fighting for air. special operations and intelligence services train to counter this by attacking the assailants body. you waste too much time the 'instinctive' way exhausting energy on a small target as opposed to a much larger one. as stated i would account for some type of grappling by the victim with the attempt being at the ascribed +30 for the attacker. this attack should do both damage and fatigue i think..grappling grants fatigue naturally the wire will add the damage..after the initial 1d10 damage roll subsequent damage should be based on the SB only. that grappling adds some real drama and combat tension to it i think. cheers
  3. Sister Cat said: Then again, on several threads here, I have been seeing and reading things that lead me to believe that the highest-and-mightiest amongst the Calixis Conclave may indeed be hopelessly corrupted. This is just another example of the inherent 'hypocrasy' of the Imperium, as it is understood in the game. Even the 'good guys' are ruthless, savage bastards ... evincing one to question whether there are really any 'good guys' in this universe. IMHO, the Soul Drinkers had it right. Someone needs to forge a new empire of humanity, with the goals of meeting the needs of all its citizens, and allowing them the possibility of a pleasant future. Of course, since I am an American citizen, I am biased. the Imperium of man is no less a hypocrisy than modern earth gov'ts. if its one thing human beings have a penchant for, its for being full of crap. while many folks might grimdark this and grimdark that. i take a more balanced view. the future of 40K is a dark and terrifying regime full of ppl that we really wouldn't want to meet anytime soon, much less pass by on a empty street. but not everyone will be thinking of number 1. there will be those that will be 'good' guys. of all stripes and professions. MOST will probably fall under the apathetic/selfish category that however is really no different from the world we live in. but there are good guys. even the 'good guys' are ruthless, savage bastards. some are. others aren't. when u really look at how the ppl of the Imperium are indoctrinated. how these 'values' permeate their very existence. their concept of 'total war' makes von clauswitz concept seem childish. they make war and conflicts in an uncompromising manner. very similar to radical muslims concept of jihad but on a vastly larger and more destructive scale. to them, they ARE the good guys. they justify things the same way that we as ppl always have. me. i'm a recongregator myself but refuse to wield the powers of Chaos. i believe in the Emperors true vision for man and that the Imperium has been saddled by false prophets, corrupted usurpers and the willfully ignorant. i'll consort with Dark Tech, psykers and xenos scum but i gotta draw the line at Chaos. u chaos types are some crazy bleep bleep beeeeeppers. which brings us to the OP. @Hellebore. i would agree with your points but (and i can't say for certain not knowing what the designers had in mind) i think it was built as such so that Radical players would use these Chaos powers sparingly. those that did not would experience a quickening on that fast and easy path to damnation.these CP/IPs are that 'uh oh' mechanic so players can have that mental check, to reflect that slow steady warping path that Chaos is know for. we're not talking about Chaos sorcerers that will show off their power willynilly. we're talking Acolytes that still believe in and fear the power of the Inquisition. it is a measured approach to confine such powers to crucial circumstances or at least away from those prying eyes of authority. at least this is my take on it all. all inquisitors see themselves as doing the Emperors work. as do all Acolytes. i would liken the warp and chaos kind of like crack cocaine or any other vile narcotic. simply, one wants the easy way and to feel good doing it even though they see the potential effects of it. the reason why they do it even viewing the damage it causes is ...hubris. we have all seen and head this line. 'no that won't happen to me. those other ppl were stupid and careless. i know what i'm doing' most new Acolytes are in a bit more of a vacuum i'd wager. they've never seen true damnation or if they had didn't recognize it for what it was. I recall in early 40K lore Imperial Guard units have been wiped out post conflict for coming into contact with Chaos forces or blatantly lied to. told that what they fought were mutants and not debased creatures that used to be folks just like them. the Imperium does what it can to suppress information about Chaos. of those that have seen it and wished to embrace it. HUBRIS. and so for that hubris and the power they wield...they are on a ticking clock. DH doesn't reflect 400 year old Acolytes and Inquisitors well, if at all. i'd wager in the creation of the game this was an oversight and they attempted to create the idea of damnation and corruption within the scope of the ranking system. any other way and there would have to be ALOT more ranks involved i'd think. mayhaps Ascension will address this. cheers
  4. Sister Cat don't feel too constrained by the source material. codexes made for the tabletop will not be of too much use for DH when dealing with the Inquisition. the DH line provides all you really need in building your Oblationist. an Inquisitor can be anybody. he only need have the will and the measured ability to tackle the enemies of the Imperium. so there are a great many possibilities. follow the guideline for the backgrounds set out in the RH. aliases. known associates or organisations. preferred method of operations. tell the story that you want of who he his and why he became and Oblationist. and why the particular hate on for Hax if it is more personal than just ideology. most likely the PCs will not know any of this so you have quite a bit of time to develop this inquistor over time and gaming sessions. revealing layers of who he is..a lil at a time if that is your desire. let the Imperium be your interrogation chamber. cheers
  5. don't sweat it. and i would emphatically say..never mind what the designers intended. u really only have to know what are YOUR intentions. i have reworked this system by practically pulling the guts out of it. all my characters start off between 3-5 rank in power. i've reworked how skills and talents are acquired and when they are acquired. i only use the rank system to denote when they have reached a threshold for XPs. i don't use it to tell me when they can have a skill or talent. as long as the XPs are there and the prerequistes are met. they can have said skill or talent. it has created some truly unique charcacters as how i picture Acolytes serving the Throne. my skills are more gradiated +5/+10/+15/+20 as opposed to +10/+20. individual weapon proficiencies are now treated as skills. as opposed to a block and thats it. i have even created specific abilities for all the careers, that only they can access. and its been a blast. my point is, in doing so I haven't had to throw out a skill or talent as yet. as a matter of fact its allowed me to create more of them and create more role playing opportunities. DON'T BE AFRAID TO REWORK. it's not an all or nothing proposition. in a game for example, the players can still call out the talent they wish to use. they can still call their shots and commit to their own actions. they can have access to their particular stats and bonuses. but the real number crunching happens by way of you as the GM, hence where the trust comes in. they don't really have to know how difficult it is numerically to sweet talk the Arbite Judge Hevyhandis. as GM though you can give verbal indications by way of background, word of mouth, whatever that this may be a difficult task. your looking to MINMIZE player interactions with the numbers but not eliminate their choices. again it will never be perfectly the way you want it but then few things are. don't be afraid to talk to your group and say lets try some new things out. the atmosphere should usually rule over the mechanics. at least thats just my way of thinking. the mechanics is just the car. the main things is the journey. one way or another, i'm looking out the **** window and enjoying the ride. and if that car breaks down, time to walk it. gonna enjoy that too. cheers
  6. maybe i haven't been playing the right RPGs but i have yet to find one that doesn't have this divide. much of trying to blur the lines of this divide is based IMO very much on the GM and the players. the investment of both that goes into it. and a level of trust. there are mechanical ways to eliminate this but u have to ignore a few of the rules. ignore the rules for movement. u know what the maximum movement of the player is...use reason and common sense..negotiating walking, running and charging in combat. allow a characters full range of motion and actions. use the characters Ag bonus. for example, Assa the assassin Ag +4. has 4 action slots, decides she wants to run, kill a badguy, jump off a ledge and land in the midst of some baddies and take down another one. running would be one action, taking down a badguy represents another one, jumping off the ledge and landing among the baddies another and having another attack is another one. obviously this ignores the rules of actions. and grants the characters that have a larger bonus more actions. maybe u can rule a minimum of 2 actions... to maintain a better flow. u can allow preemptive actions. this can be messy but opens up real tactical actions. so lets say Assa decided to take 2 of her 4 actions. she can hold another 2 in reserve. Assa (1) attacks and kills an opponent. seeing another enemy with a heavy stubber moving to flanking her. she (2) runs and dives into cover. her companion, Max the Ogryn takes a few heavy stubber hits and (1) opens up with the ripper gun taking down enemy heavy stubber. 4 more cultists move in to foolishly take on Max. Assa feels he can handle them but poor weak Adept Marca is best upon by 4 real nasty looking types. she leaps into action (3) gunning down 1 and (4) runs to his aid. that completes her actions. all actions of all combatants must be completed before Assa has her turn again. this eliminates the waiting factor to some extent and opens up some on the fly tactical actions. the players would have to keep track of their characters actions of course. and the GM has to allow some leeway to not break up every movement by way of 'action points'... i've just cranked this out real quick but it might work. I can't say how well it will work but i will certainly try it and see how it works. i do allow preemptive actions in my game but it has been limited to one action per player. it keeps the players in the game. other ways have been listed but crucially so are 2..which i will reiterate. i do not give the players what the difficulty level of something is..i will say..u can see that the leap over the chasm is quite the undertaking and ur not sure if u can do it. i don't give any technical data on things they encounter..i just describe the scene and the encounter. i stay away from technical numbers not inherent to the actual adventure. one can argue that this 'divorces the players from owning their own actions' i disagree with this. real life has no bonuses or penalties showing up in front of u to say yea or nay. having been in real combat numerous times u make do with what u have and the experience and the training do the rest. the players only need know what their bonuses are or penalties..and even that is debatable. they only need a measure of how 'good' they are. for example taking 3 tiers of Acrobatics..well u know ur pretty **** good as that is the maximum. the problem with this approach is evident..lots more work for the GM. have a calculator handy...lol the other is allowing the PCs to describe their actions fully. and cinematically. this can be difficult for some players. some folks feel odd at putting themselves out like that. but i endorse it fully. the better they describe their actions the more they own them. i say u read the books for a reason. watch movies and maybe play video games for a reason. this is ur book. ur movie. ur video game..own it. i'm not sure if this divide can be addressed as fully as u may want. or maybe i ain't smart enough to be the one to come up with it. hehehe cheers
  7. yes it is possible to mono arrow and crossbow bolt heads. there is a thread that discusses this sort of thing..look for Moritat assassin and power sword by coucouyou within the same topic here, Rules Questions explosive arrowheads. other cultures might have some advanced 'primitive' weapon archetypes. its ur campaign, i can envision some human culture utilizing a high-tech bow with plasma bottled heads. there is no 'canon' material for this kind of thing and they would be decidedly extremely rare, found on one planet within the Calixis sector. the ammunition for such a thing ridiculously hard to find and expensive other than the world of manufacture.
  8. Codex Assassins describes 'many such Temples..some of which are known and others that remain completely secret'. those are just the ones that GW sought to mention at whichever times. I like the work that was done in the fan created The Recongregators Sourcebook for the Inquisitor game. getting a bit into the history of not just the Recongregators faction but discussing the Ordo Sicarius, its history and more specifically, its mandate to not just oversee the OA but the creation of its own assassins as expert and lethal as Templum assassins. that material gives rise in numerous ways how Templum assassins can be inserted into Inquisitorial warbands.
  9. polaria you might be very interested to check out this pdf. there is a section on the ordo sicarius. its fan material but enjoy nonetheless. it was a helluva read for me and expanded into some of my ideas about the OA and the Ordos Sicarius http://www.darkmagenta.co.uk/magazine.html www.darkmagenta.co.uk/magazine.html
  10. Polaria said: You were not really mistaken, though. Like I explained above the "official line" on OA has changed during the times. In the earlier sources OA really was a small group and targets were only the baddest of the bad. In more modern lore they seem to be downgraded nearer to mundane assassins... However, as one of the really intriguing things about the whole OA (in my opinion) has always been their position near the very center of the power (being commanded only by High Lords themselves and no-one else) I'd like to find some workable way of retaining their special status as High Lords tool but also have them downgraded so that I could actually introduce them in my campaigns. The best I've come up so far is an idea that the rules of engagement would be far more lenient when OA is employed against xenos or other "non-human" targets. I've had to recheck my Rogue Trader 40K and my Codex Imperialis on the OA. (i've been playing 40K a LOONNGG time and managed to keep all the books i've ever bought. when i look at the copyright dates, i feel so dated. LOL) I don't think the official line has changed too much, it has just been fleshed out more. the text within RT40K calls the assassin 'one of the most useful diplomatic agents' the one common thread i see is deployment is not based solely on the target as much as expedience. 'if a planet can be restored to the Imperium by clever diplomacy an expensive, troublesome war and destructive war will be avoided. Imperial agents are all fully versed in all the tricks of diplomacy, including clandestine ones such as bribery, popular agitation, economic sabotage, terrorism, torture, murder and assassination' the offenses a rebel can find themselves looking at an assassins blade or bullet is listed as such a planetary gov't that may start to think he can do without the protection of the Imperium, standard anti-psyker routines are allowed to slip, and Imperial taxes are forgotten. as examples given were an assassin called Camaru...one assignment was the destruction of a transport ship, taking down junior members of the Priesthood SUSPECTED (lol) of being under alien domination. she was part of a 3 man hit team. another was the removal of a treacherous Imperial Commander, the Lord of Okku, who was selling his subjects to the Ork slavers for personal wealth. his tongue was cut from his head and he was 'the last Okkurian to be sold to Ork slavers' i like that last one..hehehe somewhere along the line ppl have gotten the impression that Temple assassins only deal with the most heinous of perpetrators but from everything i've gone through this does not strike me as the case. at least thast my perspective I don't mind being in that tiny minority. i think we should consider whom requests the assassins presence in the 1st place. that may very well tell much about their deployment. for example a rebellious commander has decided to go AWOL. he says screw the Imperium. what have u done for me lately. the PDF commander figures, this guy needs a talking to. the Adeptus Arbite on station..say yeh i agree however. this rebellious commander has one very large private army and has the support of a number of powerful merchantile families. they both figure they can take him and attempt to bring him to heel...reinforcements are called in as the conflict spreads across the globe...Imperial Guard are called in. a few Space Marines. someone, some senior adept mentioned calling in the OA but the Arbites and PDF said..what can they do that we can't...we have to wait how long and this needs action now. big costly war. on the opposite end. same situation. they listened to the glorifed pencil pusher and said..yeah...call the OA..they'll show him whats what. i'm also of the mind that OA assassins maybe utilized more regularly than we assume for another reason. there is no better training than the real world. their skills need to be kept sharp and intact and firing at dummies and knifing criminals may get stale. the mission parameters can run the gamut. so we end up having an Imperial Commander selling humans to Orks, junior members of the Ecclesiarchy getting whacked, a self declared prophet finding his just deserts. the destruction of Clan Mackenzie by way of Eversor for financing pirate raids on their neighbours and paying for stolen goods taken from rival mining worlds.(the Eversor by the way killed all 317 family members, the youngest being 3 weeks old, the oldest 142. these don't strike me nor has been described as the baddest of the bad. just targets that someone thought to get rid of, make an example of. this comes from the last edition of Codex Assassins: ' the majority of the time, an Assassin will work alone. occasionally, however, teams of Assassin are dispatched, or an Assassin may find herself fighting alongside other military forces. Not only that, but assassins do not just fight alongside Imperial forces. in the Imperiums history there have been MANY occasions when it was deemed better to aid one ENEMY force over another, for the long term benefit of humanity. For example 2 ork warlords fighting over a world near Imperial space..in these circumsances it may be better for a few covert Imperial agents to support the weaker of the 2 factions, which will then have a 2 fold effect. Firstly, the war will last longer, thereby seeing the deaths of more Orks. Secondly, a weaker Warboss is more likely to spend time consolidating his grip on the world, fighting usurpers within his own ranks and so on. The Imperial agenst may even change sides, thereby ensuring that no side claims a great victory, and postponing the potential invasion almost indefinetly. what this boils down to is, is the fact that it isn't totally unreasonable for an Assassin to fight alongside an Ork or Eldar army.' what this means to role playing scenarios is once again..gaming platinum. i am of the mindset there are a good many Temples and more sub-temples. with a good many assassins...even if you take 1% of the human population..thats alot..even if u take .2 %...thast still quite a bit. remember Space Marines recruitment is limited by way of Codex Astartes, the OA to my knowledge has no such limitation on manpower. workable Temple assassins. your way is perfectly fine. another i suggested in my 1st post was that the High Lords became involved only when the human targets were of extremely high value. very high ranking members of Imperial bodies and very 'loyal' Imperial commanders that were deemed friendly to the Imperial creed. i.e when ppl were of such value that it would set off a very nasty chain of events within the Imperiums way of doing business. also when large groups of Assassins need be deployed. i'm of the mind that the only aliens that may be considered of note to the High Lords is the Eldar Farseer and a big maybe to a Tau Ethereal. i would go with whatever assassin you wish to employ still being in training attached to your Inqs retinue, learning the tools of the trade, getting a deeper understanding of the environment of the Imperium (worldly ways) remember they spend their time cloistered..in order to be effective and move amongst human civilizations unseen they should have spent quite a bit of time on the outside, gaining knowledge of their working environs AND their enemies. who better than the Inq. obviously, she has very strong ties to her Temple...and when the Lord Assassin calls..she must answer. also..she is beholden to someone else...other than her Inq, another Inq..the Ordo Sicario. the downgrading is u levelling up to become a Temple assassin in Ascension. whereas many see limitations..i see gaming diamonds. i apologize for the long post. i just wanted to inform ppl that there are many many uses for a Temple assassin not just the big deal end all be alls. i hope this has helped in some ways. cheers
  11. Polaria said: the liegekiller said: another matter which needs to be considered as I mentioned in my previous post...SECURITY. you make an such operations less secret, less covert when so many ppl bcome aware of this kind of operation. we shouldn't assume for a moment that all these ppl/xenos getting the hatchet are all bad guys that deserve what they get. these 'bad guys' are most likely very human AND influential. men and women that have made very powerful friends, allies, contacts...the same ppl that may very well sit on that same Senate body. the same ppl that might tip off potential targets and provide them aid and shelter. no. assassination orders are probably one of the few matters in the Imperium that is streamlined for the most speedy removal of the problem. the Senate is not such and never will be in my campaign. the process would have a number of built in mechanisms to limit the abuse of powers and wanton usage of termination assets. those whom sift the intelligence, sector/subsector assassination masters, the Grandmaster, the Ordos and maybe the High Lords of Terra. Actually reading through your explanation I think you are probably confusing senate with US Senate or some equivalent modern democratically elected body. However, Senatorum Imperialis is nothing like it. Its THE highest governing body of the imperium and it includes only 12 men, none of which are, mind you, democratically elected "joe-the-average-politicians". i am aware of the high lords of Terra and the members, that is why I referred to them at the end of my list of folks that would be in the know. i wasn't aware they were called the Senatorum Imperialis hence the confusion on my part. i would never consider the OA to be modern day special operators. taken from the 1st Codex Assassins these are the HVTs they will engage and how they can be used. Vindicare assassin specialise in vengeance and revenge killings...the skills of the Vindicare asre commonly used to slay those who use mob rule and rousing oratory, replying to sedition with the seemingly divine retribution of an invisible, untraceable sniper. Many false messiahs have fallen...rebellious politicans and revolutionary leaders who speak out against the wisdom of the Imperium constantly fear being cut down on the rostrum...Vindicare assassins are always in great demand to support Imperial forces on the battlefields..overly successful alien commanders and dangerously powerful psykers often fall beneath the cross-hairs...it goes on to tell a quick story of Lammas campagn in which a Vindicare stalled an Eldar advance killing Exarchs, Warlocks and support crews...another goes on to tell of a Vindicare killing the 'self-declared Prophet Elisiah' Callidus assassinare often used when the opvert interference by the Imperium would upset the intricate balance of power maintained by the High Lords..theyare the ultimate tool against the over-ambitious who use diplomacy, bribes and corruption to further their position...the callidus uses tchniques that can go far beyond that of simply killing the perpetrator. the Callidus temple untertakes many covert operations which involve an assassin infiltrating an enemy civilisation for months or even years. their aim is to get close to the target..the mission can range from simply influencing important decisions to eliminating the target at a key moment. they also have battlefield applications infiltrating the enemy, eliminating individuals and taking their place. ashort story tells of a callidus killing Lord Siltarius a rebel. the Eversor is used for shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all those who hold positions of power..primarily employed against rebel governors who have a plan to move against the Imperium witha large force of renegades. rather than meet this threat with a huge and costly war that will use up precious resources and probably leave whole planets ravaged, the High Lords will send in an eversor...and eversor rarely has one target...his mission will be to rip the heart out of the whole rebel operation the culexus is pretty simple to figure.. although I did come across something i had forgotten concerning untouchables and the Pariah gene...at one point and time they were going to be exterminated BECAUSE of there power. a large number of them was kept on Earth because they were being experimented on. this large number began to cast a shadow in the warp, blocking out the Astronomicon. this was the 1st disturbing revelation of their potency. branches of the Administratum that relied on psykers were horrified. soon several of the High Lords were making moves towards having them outlawed and the Inquisitioon was given the task of ruthlessly exterminating any more that were found. cerain high lords were pushing to make this decree official. it was the OA that was secretly working with the magos biologis and genetors to see if it was possible that the Pariahs could kill psykers. before the decree could come down the AM announced it was ending the Pariah project and made a great show of closing down the laboratoriums and executing many of the lab specimens. satisfied that no further action was needed, the High Lords returned to other matters. close study of the records reveal that the number of executions did not match the number of Pariahs contained with the labs. with the help of the OA, the AM moved the most promising Pariahs to a scretly constructed fortress on the edge of the galaxy, beyong the reach of the Astronomicon and the zealous branches of the adeptus terra. it was here that the culexus temple was created. all pariahs are kept in the temple . if they leave it is always under a veil of security and with the highest levels of security. there are factions within the Imperium that would see every Pariah executed and the culexus temple destroyed. i don't know about any of you reading this but that is RPG gold to me. any untouchables out there might have more reason to feel just a lil fearful..they too can be the hunted. these are the folks opposed to the untouchables..the Paternal Envoy of the Navigators, the Master of the Adeptus Astra Telepathica and the Master of the Astronomican, including others...also the Inquisition. might there be those within the Inquisition see untouchables as an abomination that should be destroyed? anyway i digress terribly. from what i had read, i am given the impression that OA gets ALOT more action than we might give them credit for and the targets are not always the end all and be all of baddies. it seems they are deployed for relatively 'mundane' tasks also. killing a charismatic heretic here and rebel leader there, with a few senos troops over there.
  12. i have created a full set of stats for all the troop types and leader units of the Dark Eldar, they diverge from those created in Purge the Unclean. nastier. for the Mandrakes I created them as this: WS 45 BS 45 S 34 T 35 Ag 50(+10) Int 40 Per 45 WP 37 Fel 30 Movement: 5/10/15/30 Wounds: 14 Skills: Acrobatics, Awareness +10, Dodge, Drive - Hover/Skimmer +10, Pilot - Spacecraft +10, FL - Warp/Xenos, Inquiry, Interrogation +10, Intimidate +10, Navigation - Surface +10/ Space +10, Scrutiny, Search +10, Security +10, Shadowing +10, Silent Move +10, Survival +10, Tracking +10, Chem-Use +10, Decieve +10 Talents: Ambidextrous, Blind Fighting, Dark Soul, Pistol- Splinter, Exotic - Shredder pistol, Hard Target, Heightened Senses - All, Rapid Reaction, Resistance - Fear, Swift Attack, 2 Wpn Wielder - Ballistic and Melee with the RT release I added Combat Sense and Melee - Universal Traits: Unnatural Agility 2x, Fear 1 Armour: Xeno mesh - arms, body, legs locations 4 with a chameleon coating that performs as an advanced xenos version granting +25 to concealment tests. and can perform a Full move and still be considered at Extreme range for when being targeted by ranged weapons. Weapons: Splinter Pistol Exotic 50M -/-/6 1D10R Pen 4 Clip 120 Rld Full Hail of Splinters/Bleeder/Reliable Wt 1kg mono attachment blades (knife) Hail of Splinters: when fired, the Splinter Weapons gain the Tearing Quality owing to their sheer volume of fire. Bleeder: the Dark Eldar have an affectation for poisons as such their splinters are treated with toxins to prevent coagulation and keep wounds bleeding freely. these rounds add 3 to the weapons damage against living 'biological' targets. Daemons and Machines do NOT count as such. see RT for more on this type of ammo. splinter weapons are much nastier. i attempted to give the Dark Eldar a slightly more unique weapon perspective by not allowing their splinter rifles to have multiple firing modes. a squeeze of their xenos fingers hurls splinters. i also increased the Pen to 4, just because i felt the dark eldar are an extremely nasty bunch that realize they will combat all manners of enemies with better armour than what they have typical access to. also changed was the reload time was shortened. the Dk Eldar are raiders, a fast moving force that wouldn't seem to be bothered to create weapons that would hinder their ability to keep up a rapid consistent rate of fire. the Killer Mandrake (call him a Master Mandrake is even nastier) Shredder pistol. a version of the Warp Spider death spinner, it unleashes a web or mesh of monofilament wire often with miniscule barbs or serrations along its lines. this mesh entangles the victim, slicing them to pieces as they struggle. Its dense cloud is also highly effective at finding weak points in a vehicles armour. Exotic Pistol 30M S/-/- 1d10+5R Pen 4 Clip 20 Rld Full Snare/Tearing/Flame Wt 2kg mono attachment blades (knife) this weapon functions as a flamer in that it projects a cloud of monofilament out to the range of the weapon and has just one range. the wielder does not need to test Ballistic Skill, he simply fires the weapon. all creatures in the path of the shredder, a cone extending in a 30 degree arc from the firer to the weapons range, must make an Agility Test or be struck by the monofilaments and A. take damage as normal and B. become entangled in the net.if the target fails his Agility Test he becomes immobilised. the immobilised target can take no other action other than to try and free themselves. the only way to escape is to be cut free with a monoblade, powerblade, industrial shears etc. each round entrapped causes 1d5 points of damage. I like to think of the Dark Eldar as having some of the nastiest weapons in existence. Hope u might be able to utilize this as you see fit. the Mandrakes can act as a prelude to a full scale raid for the Kabal. their task being to identify and kill key personnel and cripple the vessel. cheers
  13. i will be that tiny voice of minority on this thread. i say YES to other species, races - whatever you want to call them. there are some RTs and Inquisitors that love their xenos companions others that use them to accomplish their task. so i say, why not play them up? yes yes we can all wax poetic about not being able to understand them, them being too alien, them having 6 eyes so we really don't know how they see. them having 3 brains so we don't know how they think. i don't think anyone playing this game can reasonably tell me how or what a Tech Priest or the rest of the Mechanicus thinks with any degree of accuracy. ultimately it all becomes a role. whether as GM we attempt to depict the Slaught, or Dark Eldar or a maddened Khornate worshiper. or as player depicting Ogryn, a Ratling, Squat or any other wierd stable mutation/or instable mutation we happen to create. an Eldar, an Ork, Tau, Ogryn, aquatic human mutations with gills. whatever ...might have alien mindsets but as long as they can still function as normal..i don't see the issue. they can feed. they can fight. they can communicate, they can take damage, they can die..whatever motivations they or their race/species may have, the Inquisitor/RT would all make for very interesting story telling and roleplay potentially.
  14. its a **** good book. with alot of worthwhile fluff reading. it opens up a whole new aspect of DH giving rise to further GM/player invented Radical concepts. i will agree with deimos and hodgepodge most of the concepts are based on some form of warp corruption or another. all good concepts that have a time honoured place in the universe but more mundane items strike my fancy. the citizens of dark heresy trying to do something different to improve their lot but frowned upon for not knowing their place. Dark AGE of Technology artifacts and other manners of Archeotech/xenotech were fairly absent. nonetheless a solid read which will have ur mind frothing at all the possibilities, those listed in the book and those ur mind can conjure. once you discover outcast Sororitas, blighted scholars, forsaken priests, kill team Arbites/enforcers and Exorcised Acolytes... are u salivating as yet? @hodgepodge. concerning your ArchHeretek Hendrick Ford. this is the kind of stuff that makes Acolytes really start to ask the hard questions what exactly are they fighting for and against? daemons and xenos are easy targets with very lil moral quandry or grey areas. criminals and heretics easy mush.
  15. Cifer said: Personally I'd take my guess on actual temple assassin number being around a thousand or so per temple. However, even if I'm sure the Senate does have people preparing the proposals I do not think they will handle dozens of execution order daily. Our modern legislators have people preparing proposals for vote and still even on a very good sitting congress can manage a couple of dozen items of legislation each day. Tops. I don't think High Lords will spend all the day thinking about who to kill next. Apart from the fact that "dozens" was probably hyperbole, I don't think it's impossible. Assuming that the actual evaluation is already prepared well before the debate (and the High Lord doesn't know much about the target anyway), it's not like it can't be handled as "Next point of order: Assassination proposal Alpha-3856. Those in favor, press the green button on the terminals. Thank you, M'lords. Next point of order:" I'm actually starting to think the assassination orders are only needed for killing Imperial citizens. I can't really bring myself to believe Officio needs a written permission to kill aliens. Its war after all. I don't think so. The bureaucracy orders are there both for the limitation of power and for the conservation of ressources. However, mandates handed out might be somewhat broad as in "Vindicare Assassin 853 and supporting staff are attached to the Crusade of Lord General Highandmighty and are sanctioned to take out Ork targets at their discretion and the General's orders, with the primary target being Waaaaaaaghboss Bigguy". Cifer said: Personally I'd take my guess on actual temple assassin number being around a thousand or so per temple. However, even if I'm sure the Senate does have people preparing the proposals I do not think they will handle dozens of execution order daily. Our modern legislators have people preparing proposals for vote and still even on a very good sitting congress can manage a couple of dozen items of legislation each day. Tops. I don't think High Lords will spend all the day thinking about who to kill next. Apart from the fact that "dozens" was probably hyperbole, I don't think it's impossible. Assuming that the actual evaluation is already prepared well before the debate (and the High Lord doesn't know much about the target anyway), it's not like it can't be handled as "Next point of order: Assassination proposal Alpha-3856. Those in favor, press the green button on the terminals. Thank you, M'lords. Next point of order:" I'm actually starting to think the assassination orders are only needed for killing Imperial citizens. I can't really bring myself to believe Officio needs a written permission to kill aliens. Its war after all. I don't think so. The bureaucracy orders are there both for the limitation of power and for the conservation of ressources. However, mandates handed out might be somewhat broad as in "Vindicare Assassin 853 and supporting staff are attached to the Crusade of Lord General Highandmighty and are sanctioned to take out Ork targets at their discretion and the General's orders, with the primary target being Waaaaaaaghboss Bigguy". while i'm usually inclined to believe nothing is impossible in 40K. it is highly improbable that the Senate would be able to make any such decisions so readily and so quickly. they don't make any decision making process efficient. or rarely so. IF and I very much doubt they care to even look at orders concerning xenos breeds, they'll press your button without even looking at the order. concerning Imperial citizens would need a closer examination, at least to some of the senate which could bog down the process. no. which WOULD bog down the process. of that there is no doubt in my mind. the senate has a vast myriad of matters to attend. many a hotly debated topic concerning trade, matters of diplomacy, planetary tithes, who knows. assassination orders to be deliberated by such a body, fly in the face of common sense. as per the bureaucracy orders being there for the limitation of power and the conservation of resources...that would be in the direct mandate of the Ordo Sicarius. another matter which needs to be considered as I mentioned in my previous post...SECURITY. you make an such operations less secret, less covert when so many ppl bcome aware of this kind of operation. we shouldn't assume for a moment that all these ppl/xenos getting the hatchet are all bad guys that deserve what they get. these 'bad guys' are most likely very human AND influential. men and women that have made very powerful friends, allies, contacts...the same ppl that may very well sit on that same Senate body. the same ppl that might tip off potential targets and provide them aid and shelter. no. assassination orders are probably one of the few matters in the Imperium that is streamlined for the most speedy removal of the problem. the Senate is not such and never will be in my campaign. the process would have a number of built in mechanisms to limit the abuse of powers and wanton usage of termination assets. those whom sift the intelligence, sector/subsector assassination masters, the Grandmaster, the Ordos and maybe the High Lords of Terra. one small factor that Cifer did touch on was the usage of other asassination tools being used by Imperial institutions. it would stand to reason that other agencies would develop their own assets similar to the Temple assassins or the death cults. they most likely will not be as well trained and kitted out as agents of the Assassinorum but may very well rival death cult members. some may exceed them depending on their training methodology. the 40K universe is massive...and i would surmise that only the most major of institutions, inner mechanisms, personalities have been touched on. there is ALOT of room for new organizations and the rebuilding older institutions. lets not get too caught up in the 'cause GW/FFG says so' routine.
×
×
  • Create New...