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ZillaPrime

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  1. Anyone else having a problem with Adobe Reader not being able to save the sheet when you fill it out? Never had this issue with previous form-fillable sheets.
  2. By any chance do you mean the "Wirewolves"? No stats that I know of are published, but I would make them as a bound daemonhost wearing a manequin-like wire-frame body (Machine trait) and improved natural weapons trait (really sharp claws). Don't forget to make them run stupidly-fast (Unnatural Speed trait)! They also had a drawback in that they had a limited duration of activity once they activated, so perhaps Warp Instability or something similar is in order? If you are trying for the annoying Chaos drones that combined security guard and annoying warp-spawned gibberish loudspeaker features then we need to get a little more creative. Start off with an Auspex Cyberskull, then add the Daemonic and Daemonic Aura traits. It searches for people, it is chock-full of creepy evil, AND it wears on people's psyches (-10 to WP tests) when they are near the things!
  3. I have to agree with Gaius here. Employ a "Commissars and Cookies" strategy! Obnoxious, disruptive and otherwise detrimental activity over and above the reasonable norm can and should have some negative repurcussions. Not in-game penalties like gunning for their character, but rather in the game flow and mechanics. Player just won't stop telling jokes after several requests? -20 to his next Awareness test because his character was distracted due to joking with Corporal Jones while on guard. Recounting a hysterical tale of the funniest thing he ever saw at Walmart as you repeatedly try to describe clues found by the team? Refuse to repeat yourself after the third reading and continue on with the story. The team obviously missed a potentially useful clue and will have to work hard to develop another break in their case... As for the cookies? When I calculate XP for the group I have gotten in the habit of determining a "baseline" XP award for the session or mission and then handing out bonuses on a player-by-player basis. Players can then nominate other players for bonus awards and must state why they feel the nominated player/character deserves it, and if the majority of the group agrees then I assign bonus points to that player. I also reward clever reasoning and good roleplaying with adjusted difficulty levels for skill tests (or grant fiat auto-success in some cases.) "I say something to motivate the troops. Rolling my Command skill." will earn the player a dice roll. Actually delivering an impromptu speech or inspiring rallying cry "in character" will earn the player a much easier dice roll. This makes positive and negative peer-pressure within the group a tool in your GM's kit. It should be noted that Inquisitors tend to have a low tolerance for failure...
  4. It reeks of Tech-Heresy! What about letting them run wild with a squadron of Sentinels for a session or two? Plenty of weapons variety and high mobility aggression in a nice neat package that does not include mandatory servitorization when the priesthood of Mars finds out about it. My 2 Thrones worth...
  5. Use the setting and lore to guide your fight scene and you will be fine. Bolt of Tzeentch is only granted to powerful and favoured servants of Tzeentch, and no such being would even contemplate using the same attack over and over and over again... Mix things up a bit! Play with your food! Taste the lovely smell of yellow!
  6. Depending on how equipped characters in your game are, sealed armour provides full protection against fire damage. Specialist kit like the Volcanis Shroud or similar is likewise an option. If you have access to a copy of Black Crusade, apply the Ceramite Plating upgrade to a set of carapace armour (or similar). You could also "home brew" a specialist armour suit that substitutes a higher armour rating against flame attacks in the same way that flak armour is more effective at stopping explosive attacks that are not direct hits. (So for example a suit of "Flame Warden Armour" is a fancy looking silvery mesh-weave jumpsuit and cowl worn by the governor's palace guard when protecting the geothermal powerplant underneath the capital city. It provides AP3 to all locations, but counts as AP5 (sealed) against flame and heat-based attacks.)
  7. Judging by what your group consists of, I think some of them could survive a scrap with a thrice-bound host as long as they manage to survive the FEAR! With 7 PCs I would honestly consider giving the daemonhost a variety of potential attacks or techniques (some of which allow for multiple attacks or targets). The "one big baddie" method so common in video games has a nasty habit of ending up in "Baddie attacks once, players kill the crap out of it, the end" in RPGs, so getting a little creative ahead of time is usually worth it. Avoid vulgar GM cheats if you can help it. Instead cook up fun and plausable options for your baddie to augment their combat performance: Give the boss some powerful telepathy abilities and have him DOMINATE a crowd of nearby bystanders. Perhaps the host is charismatic and has gathered a moderate cult-following? Maybe a DARK PACT with Grandfather Nurgle grants the baddie the ability to inflict entropy on weapons directed at him (causing them to rust, jam, suffer malfunctions and so on)? Consider giving him a "template weapon" (an attack that hits multiple targets, similar to a flamer). Borrow one of the "special auras" from an appropriate daemon type when the daemonhost is fully manifesting it's gifts. Consider giving him the Regeneration(X) trait, or if the previous owner of the body was a Tech Priest pile on some cybernetics and the Machine(X) trait. My overall point is, make it interesting and scary as hell without pushing it into impossible. One other fun GM trick is to deliberately make the Daemonhost way too tough, but it has a weakness to something that the team has a reasonable chance of employing in the fight. Stage the fight near a reliquary shrine that houses a legitimate relic (not one of the many questionable "saint's bones"). The Daemon knows that this relic has the power to wound or destroy it, so it has come to the shrine to destroy the offending relic, the catch being that it must use non-tainted pawns to actually handle/destroy the relic.... If a player character picks up and makes use of the relic it bypasses the Daemonic trait as if it were a Sanctified weapon and likewise brushes aside any psychic defenses the daemon possesses! This allows you to let players the satisfaction of getting to employ a powerful tool against an "unbeatable" foe without the GM headache of the players keeping such an item, as it is a priceless relic that the Ecclesiarchy would do nearly anything to recover should it go missing... "Eat saintly femur, *******!" *WHACK!*
  8. If a player speciffically states "I am trying to detect wraithbone with my psyniscience" and I know there is some within the character's range I would definately allow them a roll, perhaps modified by size, interviening terrain/materials, the last time the artefact was used, etc.... The same statement when I know an NPC psyker is three rooms down the hall and actively trying to activate the gauntlet would likewise result in a psyniscience roll, but in that circumstance probably with a nice bonus to the roll. Wraithbone is by all accounts incredibly efficient at channeling psychic energy, so when it is seeing active use it would be bright and shiny to warp-touched eyes if they should be gazing in the correct location. I would describe a successful test using terms like crisp, clean, precise... Or perhaps a chaotic mix of brute psychic force with little radiant shards of crisp precision leaking out in the above example of a cultist psyker toying with it. One of the Psyker characters in my game uses a wraithbone fragment as a psy-focus.
  9. Pretty cool. I would definately hand out bonus XP for something like that in my game. Also of note: The Teletubbies of the Ruinous Powers... It explains so much! Very disturbing.
  10. If your group plays out the adventure smoothly enough it is possible to dig your way out of this ****-sandwitch. Soldiers are a relatively cheap and easily replacable commodity in the Imperium, so that mostly leaves the issue of the Interrogator, or more accurately the dead Interrogator's patron Inquisitor! Sets the table pretty nicely for the team's first powerful rival (or enemy!) in Ascension. Now all you have to do is survive that long, prove your innocence to someone who cares and survive the political repurcussions of the entire affair. Alternately, if your patron Inquisitor is sufficiently radical they might just bury the team enough to use them in creative new ways with shiny new identities. Recommend bringing a BIG shovel!
  11. If you have a copy of Rogue Trader I pretty much use the rules published there as DH eratta. The one big exception is I very much preffer the psychic power rules in DH to those in RT/DW/BC. As mentioned earlier, the reason the eratta lists all the starting skills and talents for rank 1 characters is to accomodate alternate starting packages for different character concepts. For example, if a player wants to play an Atillan Rough Rider character, selects Imperial World for origin and Guardsman for career, but the GM agrees that Wrangling should replace Drive(Ground) for his starting skills. Later the same character begins training to operate Chimera APCs for a mission to a forge world, so the "starting free skill" needs to be buyable.
  12. So far I have used BC to generate a team of custom-baddies to oppose my players once. It was one of those special "freaky wierd **** happens here" scenes (inside the Blind Tesseract) and I ran a modified version of Gregorius' auction scene. Each character needed a "dark" parallel and I did not want to use the lazy photocopy their character sheets method (since it reduces a fight down to who can roll better) so I sat down and made dark and horrible versions of each character at roughly the same points value as each one using BC. Definately lots of fun and surprises from this, and lots of potential future storylines can be spun thanks to events in this scene. Other than that, I usually use templates or free-form the NPC. Important and potentially long-term NPCs sometimes get built as if they are PCs.
  13. Angel of Death said: I had a gaming buddy who used a Sledgehammer to keep his dice in line. He bring his dice out and and the Sledge, and bring a new dice or a dice who went bad, and use it as a target to remind the others why they should be working better I see I am not the only one who knows a "Dice Commissar" The really funny thing is on the occasions that a dice execution was performed my friend rolled much better for the remainder of the game session!! Clearly the machine spirits of the variable polyhedral statistical generatoria trembled with awe in the face of certain doom.
  14. The Sisters of Silence did not survive the Inquisitorial purge of the Ecclesiarchy after Goge Vandire's apostacy. The church made a power-play to seize control of the Imperium from the High Lords of Terra... and ultimately lost! Fortunately the saving grace for what was left of the Ecclesiarchy was the source of it's defeat, as well as one of it's own. The faith, loyalty and unstoppable drive of Sebastian Thor and the crusade he launched tipped the scales for the Imperium's loyalist forces and earned the ultimate survival of the Imperial church, although not without some at the time radical changes. Because the Sisters of Silence directly served Vandire as both bodyguards and harem all of them were executed for gross heresy and high treason. The Decree Passive dates from this time, as does the creation of the Ordo Hereticus. In particular, the Ecclesiarchy was forced to agree to some very stringent and inviolate conditions in exchange for it's continued existance. Never again was it to be allowed to field a significant military force, so the Decree Passive explicitly forbade the church from maintaining a force of "men at arms". The church then disbanded the Brides of the Emperor (the Sisters of Silence being a subset of this order) and replaced them with the "newly created" Adepta Sororitas, a fighting force composed entirely from nuns (as well as several former Brides of the Emperor) and thus exploiting a loophole by claiming that they were compliant with Imperial Law since they did not have any armed MEN! The Inquisition were FURIOUS over this development and threatened to have the entire Ecclesiarchy condemned as traitors and heretics! Eventually a compromise was reached whereby the Ecclesiarchy would be able to maintain a relatively small force of their new "Battle Sisters" but ONLY if the sisters were to be oath-bound in perpetuity to serve as the Chamber Militant for the newly forged Ordo Hereticus in addition to their nominal duties to the church. Having little choice in the matter, the church complied. Your sample character ideas look pretty interesting and are definately creative.
  15. Blood Pact said: Gregorius21778 said: The Book of Judgement features the "Slate Agent". Those can be fitted with a new persona and (most importantly) a fine set of knowledges to impersonate somebody else. By RAW, up to three Lores or Trades of Choice. Including Forbidden Lores. Jub, you got it. Oh, and you get +10 on the relevant skill tests for these Lores/Trade. For free. Jub, you got it. Yeah, and it's all for the low low price of becoming a Manchurian Candidate. Who doesn't want to be brainwashed by looking at the Queen of Hearts? So I was sitting at a derelect table covered in questionably stained felt playing a semi-friendly game of cards in my favourite lower-hive dive when a stranger in a leather overcoat and a well-worn hat of off-world style pulled up a crate and invited himself to the game. "I like my Amasec warm, but only when it is served in a broken glass" he rasped over scar-crossed lips. The next thing I know I am waking up in a well apponted Malfian bedchamber wearing blood-stained silk... Man, I really need to lay off the sauce!
  16. Make a GM-NPC character a few ranks higher than the PCs and fully inducted into the Inquisitor's service. They need not be an overpowering combat presence (in fact, that is usually bad... usually) but they SHOULD have some clue of what is really going on and is serving as the group's "handler". The group can be given their tasks in the guise of service to some other Imperial authority (For example a group of Guardsmen PC's might be getting orders from a false "Commissar", or perhaps an Adept bearing a "Writ of Authority" from the Departmento Munitorium to persue "A matter of certain delicacy and discression"). The role of the GM character is not so much to strut their stuff as it is to keep them on task and perhaps fill a glaring weakness of the group. If none of the PCs are "brainy" in some way then their first few missions will likely require liberal beatings with a "clue-by-four" until one or more of them can rise to the occasion. Adept, Psyker, Cleric, Arbites (detective type), Scum (social), Sister Famulous, Techpriest... These are your most likely candidates for being able to carry a low-tier investigation until the group gets up to speed and the thug characters start investing in more diverse skill-sets. If the team fails miserably, they can be safely "burned" and leave no trails back to the Inquisitor. Should they instead prove useful they can be given increasingly important tasks and eventually let in on some of the secret. "Oh ****! We work for WHO?!?!"
  17. Dictator said: Addition to my previous question. DeVayne's evidence has been made several hundreds years ago. In my campaign I set this "several" as 400. And now I reading this Evidence and there is current sector's cardinal Ignato! How could he live for such a long time? Even if it is not 400, it is at least 200. Am I missing something? This chronological issues madding me. Rejuvenat treatments are one of the many rewards for being a powerful and important figure within the Imperial system. Many of the higer ranking nobles, clergy, Inquisitors, naval and Imperal Guard officers and the like are several centuries old while only appearing to be "middle aged" or in some cases as decrepit near-mummies. Take a closer look at Inquisitor Ahmazi's profile in the core book for an example. Astartes are even more the ever-serving methuselahs: Lord Commander Dante commanded the Blood Angels chapter for over 1,200 years and that does not count his service prior to becoming Chapter Master! Granted, it is more typical for Astartes to be many decades to a few centuries into their service, but such things are possible if they can avoid death's certain embrace for a time.
  18. My group finished up the adventure last weekend. The "dungeon crawl" portion deep in the bowels of the ice station ended up dragging a bit longer than my players and I really liked (they effectively eliminated ALL the other factions present before finally entering the Tesseract.). Once they reached the Tesseract things got rolling in all sorts of exciting and in some cases unexpected ways! The first one to actually pass through a mirror-portal was the Eldar Ranger, who's player promptly informed me that she was trying to force the portal to take her to a place before the Great Fall where she might be able to prevent it from occuring somehow. I asked for an obnoxiously difficult Willpower test (knowing the way the Tesseract works) which predictably ended in failure (but only a small failure!)... So the group sets foot on the surface of one of the Eldar homeworlds prior to the Great Fall, but still FIRMLY in the grasp of immesurable decadence and neglect. They attempt to interract with things around them and swiftly discover that no one can see them and physical objects pass through their grasp as if they were ghosts. The Eldar character realizes her folly and is deeply shaken by the experience. Meanwhile, one of the Psykers played rear-guard in the Maiden's chaimber, then deliberately waited for the portal to shift before passing through the next one to activate... Similar idea, he wants to go back to the Battle of Terra and somehow prevent Horus from crippling the Emperor. Once again I call for an obnoxiously difficult Willpower test and once again am presented by a semi-near miss. So the Psyker appears (alone!) onboard Horus' flagship as the Blood Angels are battling their way through the ship. Horrible warp-echoes and backwash lead him to the iconic scene where Sanguinius bravely battles Horus and wounds him before falling to Horus' terrible onslaught. Desperate attempts to assist the angelic Primarch end in abject ghostly failure, because the past is immutable inside the Tesseract. He is stubborn, and persists in his efforts right up until the mortal blow is struck, at which point impossibly potent psychic backwash bludgeons the psyker into unconsciousness. In this case the character earned BUCKETS of insanity and a decent batch of corruption from the experience (breaking the 80 IP mark!), and since the character is a melee-happy Templar I decided to deviate from the usual derangement rules and instead dipped into Deathwatch... Though he is not Astartes, the character now has stage 2 of the Black Rage!! When he regained consciousness the battle between Horus and the Emperor was already concluded and the dejected and deranged wytch staggered through the mirror portal. Most of the rest of the scenes ran more or less as expected, and I was pleased that some of my players were doing a pretty good job of figuring out what they were seeing before I made it too obvious. I used Gregorius' auction as the finale scene for inside the Tesseract, although I modified it a bit from what is posted earlier here. Instead of photocopying everyone's character sheets or making understrength "shadow" versions of the characters I went to the (very tedious) effort of making incredibly offensive but ultimately accurate "dark" versions of the characters from the ground up using Black Crusade (I built each one with roughly the same XP total as the character mirrored and then just ran with it.). Because the team still had half of the Jannisaries alive and 4 of Herrod's agents tagging along after coming to a "don't kill us please!" arrangement I also included one of their long-term but dead teammates as a chaos Dreadnought, which was fairly quick and easy as I have the dead character's record sheet and a trusty copy of Rites of Battle, so I just chaos'ed out the results. Because there are not really any true "Chaos Eldar" I had to get a little more creative for the Ranger's dark version. I started with a Dark Eldar warrior and then applied the Pseudo-Daemon "gift" from BC to simulate an Eldar-daemonhost (be afraid, be VERY afraid!) and then spent her XP as if she were the alignment of the daemon "wearing" her. Our traumatized and frail Eldar character used a surprising (and unorthodox) tactic of engaging her dark double in a private conversation, the point of which was both to keep it busy (Fear 4 Daemonhost!) since the intrigued daemon supressed it's fear aura to see where the conversation might lead and also as a straw-grasp at "things better left unknown" so that perhaps any lore she gained from the chat could be exchanged as part of a deal to end her exile. After a surprisingly long exchange of words a disturbingly intimate melee broke out, both of them whispering horrible things at each other and seeking to make their foe's death incredibly slow and painful as they rolled around on each-other, clawing, slashing, whipping, biting and otherwise being horrible. I had also statted out the Mirror Daemon from book 2 as a full-fledged Greater Daemon since it's presence was noted in the Dusk Hag's scene description, but I ended up skipping the encounter and resolving it as a narrative description due to pacing reasons. As an added bonus, the group had a legitimate discussion regarding stopping Haarlock's return or allowing it. Some of the horrid alternate future scenes had a few players thinking Haarlock's return might be a lesser evil than what they witnessed, and a possible unifying figure for the divisive factions within the Calixian Conclave to focus their activities against instead of undermining each-other. After a close debate, the team ultimately decided to prevent the return and destroyed the portal in time. The other miracle is that they managed to keep the throw-away Astropath alive for the ENTIRE mission, so rescue from Dusk proved to be a relatively simple affair: One priority Malleus Inquisitor's message to nearby Malfi and a swiftly redirected ship later and the traumatized survivors of the Mara mission were back from the brink. Several burnt Fate Points, but amazingly none of the PCs died, despite some of them flirting with doom for far too long for comfort. Some of them are SEVERELY damaged from things they saw and experienced though, and some bear heavy and dark burdens upon their souls now. The endgame and shiny new plot developments that have arisen from this adventure made all the effort so worth it! Next up is Filidan's take on the Apostacy Gambit or possibly a shiny new Deathwatch mission so I get to be a player for a bit.
  19. One of my players has a Cleric/Heirophant that has a nice custom-built Combi-Flamer/Melta so she doesn't have to decide which way to burn heretics in advance.... Absolutely NASTY in close-in fights! So the team is investigating a shot up convoy in the middle of a town square (not especially open terrain, but there are hab-blocks separated by about 50-70m of cobblestones and assorted topiaries) and some PDF troopers misdirected by a rival faction into thinking the team are heretics (someone with a badge said so!) take up positions in the surrounding buildings and open fire! Everyone dives for what cover they can find (park benches, nearby vehicles, etc.) and those with long ranged weapons begin cautiously scanning for targets. The Magos turns on his force field and takes flight with maglevs in the hope of flushing out the shooters (so he can then drop on them with a huge axe!). Meanwhile the Cleric.... sat there behind cover and muttered to herself. The moral of the story: Different weapons for different situations. Flamers are absolutely useless at anything more than 20m. The basic generic autogun or lasgun can engage out to 400m if you have line of sight. Sniper weapons as well as most support weapons can engage at much greater ranges than this. Mix up your encounters some. I have found that I can get more variety in mapped battlefields if I sometimes use a 1" = 2m scale instead of 1" = 1m (and inform my players of the map scale!). Smaller than this and movement becomes almost pointless. If I need an even bigger fight scene then I will either map part of it or simply go into narrative combat. Even the main hall of a modest Imperial church is a fairly large scene to stage a combat in, let alone a factory floor or a cathedral. Scenery can also dictate wisdom. Do you really want to use flamers when your suspect is feverishly researching something in an Administratum archive vault? How about when you finally corner the infamous "Big Bommah" who has been "purifying" important structures within the hive in a misguided tribute to "Tha Emprah wot talks to me in me 'ed!" (Energy criticals on a guy with lots of high-yield explosives! YUMMY!!!)?
  20. 1D10+9 I pen:0 scatter Yes, it is nasty. Yes, that was the point. What this does is make Adeptus Arbites on a war footing capable of actually hurting reasonably tough opponents without being completely overkill game-wise. Fire a normal shotgun (1D10+4 pen:0 scatter) at a moderately tough mutant or soldier with moderate body armour and the average hit will bounce off doing little to no damage (average damage roll 9.5 against a soak of 8-9). Now form a firing line of an entire squad of Arbites... And all 10 troopers blazing with burst fire from a combat shotgun might drop one target, perhaps two if they cluster their fire into the same targets until they drop and then shift fire as a squad (very unrealistic). Add cybernetics, more obvious mutations, carapace armour or even so much as an improvised shield to the mix and the iron-fisted authority of the Arbites becomes a very bad joke. So.... Insert BIG-ASS-shotgun (but still much weaker than those used by Astartes) into the equation and you get an average hit of 14.5 impact damage... and now 2-4 hits will probably put a generic Imperial Guardsman down! For comparison: Generic "mortal" bolt weapon (1D10+5 X pen:4 tearing) does an average of 12.5 explosive damage and bypasses your armour. Godwin-De'az Pattern Sororitas bolter (1D10+5 X pen:4 reliable, tearing) does an average of 12.5 explosive damage and bypases your armour. Godwin Pattern Astartes bolter (1D10+9 X pen:4 tearing) does an average of 16.5 explosive damage and bypasses your armour (assuming the firer has NO talents, traits or special abilities to enhance their lethality, an unlikely possibility.) Either of these weapons delivers this punishment from several hundred meters range. The shotgun does it's hurting mostly out to about 15 meters, then tends to start bouncing off of even modestly protected targets. Why don't Skitarii use the Arbites shotgun? Logic. "Typical" small-frame Skitarii combat kit features a mix of full-auto shotguns (Vanaheim pattern) and hellguns, which optimizes the UNIT for engaging light or heavy foes as battlefield conditions evolve. The individual is inefficient, except as a component in a greater machine. They will also be supported by large-frame (Ogryn or "augmented human" base) Skitarii when fully commited to battle, so multilasers, lascannon, missile launchers, multimelta, and heavy bolters (depending on Magos preference) will be present in auto-stabilized self-deployed packages. Combat and gun servitors along with possible Tarantula deployment serve as a force-multiplier for the Skitarii legions. If Battle Sisters do not break your game, neither will a fully kitted Arbitrator. The key here is they remain relavent to higher tier games.
  21. The biggest thing that sticks out to me here is the ex-Sororitas Inquisitor being an Untouchable. The pre-Thorian-reformation Brides of the Emperor made extensive use of females with the Pariah gene, but the modern Adepta Sororitas are institutionally predisposed against Untouchables because they cannot be touched by FAITH. By this I mean the level of faith that produces miracles in times of need: This is one of the Sisterhood's key weapons, and a Battle Sister who's presence is anathema to the manefestation of faith miracles and disruptive to her fellow sisters' abilities would almost certainly be pawned off on one of the other Adepta while she is still a young girl in the Schola Progenia. That said, I like the basic concept. I would probably make her as a Cleric, ascend her into Inquisitor and then make sure to select skills and talents that reflect close synergy with Sororitas philosophy and battle tactics. Essentially, make her a hard as nails preacher that naturally turned to more militant persuits due to her somewhat lacking social skills (people just dislike her for no particular reason that they can explain or justify.) She has fought alongside Imperial Guard as well as the Adepta Sororitas, but she is not truely a part of either. As a fun twist, you could have her be unaware of her Pariah status (Although you can bet a select few in the Inquisition and Ecclesiarchy are aware of it!) and has the delusion that her rigid faith in He Who is Enthroned on Terra is what shields her from harm from filthy, unclean wytches. She is almost certainly emotionally distant and cold due to her terrible life experiences as a Pariah, but she does not see this as a problem since she does not require your friendship nor your appreciation, merely your OBEDIANCE! Of course, thanks to her authority as an Inquisitor (and close Ecclesiarcy ties) she has laid claim to some Adepta Sororitas wargear that bears her personal heraldry in place of the more common AS markings for those occasions when subtlety is uncalled for. In more formal situations she could habitually wear Shield Robes. For this Inquisitor, her Pariah gene makes her a terrible undercover operator, so she probably would avoid the more subtle and discrete wardrobe options and instead opts for wearing her faith on her sleve.... literally. Peer/Good Rep with Ecclesiarchy and Adepta Sororitas are obvious starts for traits. C.Lore/S.Lore (Imperial Creed, Ecclesiarchy) +20, S.Lore (Tactica Imperialis). Trained with bolt, flame, chain, melta weapons for sure. Possibly Transcendent Hate. Ordo Hereticus almost certainly. One other possibility: Since my version would not be true Sororitas, instead of the usual Schola Progenia, Noble, Monastic or Famulous Protege origin, perhaps make her of Hive or Imperial World origin and a member of the Red Redemption cult in her youth. If you do not plan on her being Monodominant for some reason then avoid this idea for sure, although from what you have told us so far it is likely a decent fit.
  22. Santiago said: Guardsman can be a very fun class, I've had a lot of fun with the guardsman played in my group. Though you can't become a space marine it does not mean you can't resemble one. Go for high strength and toughness. Balance your WS and BS so that they are both equally high. For a melee weapon go for a Chainsword (nice damage and not too expensive) For a ranged weapon, try to get permission from your GM for the Lasgun in Black Crusade and perhaps a Boltgun later in the game. Oh yeah, don't forget the religious zealoutry If they are starting from rank 1 then he probably needs to go with a basic sword or axe (mono if he can afford the upgrade!) or possibly a greatweapon. A good trusty Mk 3 Lasgun or possibly a combat shotgun or Longlas covers your longarm. I tinker with character's starting kit a bit depending on their origins and backstory. For example, in my game way back at the beginning there were two very different Guardsman characters. One was a young Cadian officer, highborn and raised to lead Guardsmen from the front. The other was a PDF trooper from Ganf Magna, a frontier world with a feral Ork problem. The Cadian started off with modified IG armour (replace the chest with light carapace), Kantrael pattern Lasgun, mono-bayonet, Kantrael pattern Laspistol, best-quality mono-sword w. family crest (heirloom item, not standard issue!) and the usual stack of trooper-kit. The PDF trooper had standard issue IG Flak, combat shotgun (Orks respect things that go "boom!" more), great-hammer, laspistol and the usual stack of trooper-kit. Of note: The PDF trooper was a product of the Schola Progenium and his great-hammer was a faith-inspired choice. Upgrading to a chainsword or chainaxe when you get a chance is probably not a bad idea though. Note that Heavy Weapon (SP) becomes available to Guardsmen at rank 2, so suddenly heavy stubbers and autocannon are entertaining options for the "unsubtle" missions.
  23. The relic-weapon is a bit hokey, but considering it is inspired by an artifact in the Dawn of War game it is not too bad. If you have a copy of Deathwatch (or the eratta, since it has revised weapon stats!) then you will probably be much happier with paired Lightning Claws with "gauntlet mount" modified pistol weapons attatched. That plasma pistol is complete garbage as statted. Recommend adding 1D10 to the base damage or replacing it with a bolt pistol. As for the Governor himself: Looks pretty good to me. Only "oops" I spotted so far was his Fate Points total (6 listed, 3 in his traits) @Gregorius: The high WS and Fel are indeed impressive, but his 37 BS indicates that he was either MUCH more talented in melee combat or has gotten really rusty at marksmanship due to all the years in dimly lit command centers. He does not have any bonuses to visual awareness tests and he has an augmetic mounting point for optics so it might be fair to assume that the Governor's eyesight is a bit spotty over long distances....
  24. Considering it is supposed to be a player bloodbath and endurance contest I don't really see why someone would bother tracking all the rewards: Dead characters do not earn XP nor do they loot coins.... Cool basic idea though. So, have you ever contemplated the evil joys of zombie servitors?!
  25. BrotherKane said: Hi guys, I read this thread with serious interest as I'm about to start the third book. I definitely want to steal the auction idea! Anyway to contribute back the other way I've been working on a series of past scenes for the PCs. I have got them all to send me some details of a scene from their past that has deeply affected them or has significance to them. For example one of them who is an assassin decided on their first kill which was pretty inexpertly done. Another the day he decided to run away from home. I will have each of them revisit the scene but this time Haarlock's shade is there to tempt them to do something differently or make a different choice. If they do something differently their past is changed whilst they are in the Blind Tesseract. For example I'm thinking that in the second example if he chooses not run away he will not have the violent ganger upbringing he had and he will actually change career. This is possibly extreme (what do you guys think) but I want this to have some sort of significant effect to tie in to the idea that what they decide can change everything, from the simplest to the most momentous decisions. Also in the cases where they do change their past it puts them in Haarlock's shoes, all he wanted to do was change the past isn't that just a natural human reaction to something that terrible? The problem I have is that a lot of the series has built up a load of clearly evil things he has done and my PCs are pretty determined that they will thwart him however they can, whereas I want the final choice to actually be one! The biggest issue I can see with the characters' pasts as scenes is one of story continuity. The whole reason Haarlock went to such absurd extremes is because going back to prior events via the Tesseract allowed you to witness the events, but NOT to interact or change them in any way! Having characters possibly change their pasts (while potentially very cool) will pretty much derail the entire theme. Of course if you use such scenes as "touchstones" to remind the characters of where they came from, why they fight or even as a grim reminder that you can "never go back" then the scenes could still be salvaged (and hopefully meaningful!). As for making Haarlock's possible return more of a choice, try making him out as more of a tragic figure with sympathetic and likeable traits that slowly spirals down into madness and depravity. He is still a heretical kin-murdering bastard, but someone might relate to his plight in some small way and actually hesitate a bit... And yes, you really want to pimp the hell out of the "family dies horribly" scene if you go for this angle.
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