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Cheddah

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  1. This might be somewhat off topic but I don't understand the change between the old and new systems where you get a free degree of success or failure if you just pass or just fail. Why is this nessisary? Now if you pass or fail a check by a few points (which happens often enough) it can make a huge difference in any outcome… say avoiding two shots instead of one for little investment in character advancement. It's one of the more anoying rule changes in my opinion.
  2. Is there life beyond 99 WS?
  3. Galaxy Guidebook: Go outside the typical rpg setting and explore famous 40k locations like Terra, Mars, etc.
  4. Interesting to see some groups practice restraint.
  5. I realise in the 41st millenium life is cheap and sometimes an imperial citizen's duty is to die for his lord's cause. However in the few 40k rpg games I've played in it seems groups tend to end 3/4 of conversations with a killing blow and a laugh from all the players at the table. It just seems so wasteful. I was wondering if anyone else's group seems to be too quick to deal out death to their subordinates or fairly harmless npcs as well as what their thoughts were on the subject. Also, if anyone has a funny story about the unnessisary death of an npc feel free to share!
  6. Wincent said: W40k is always about interpretations. I don't have any specific source about Inquisitor giving sactifications just like a Emperor can give. It's just things like a http://wh40k.lexicanum.com/wiki/Penitent#.UQoTqGfHqM8 or Ravenor traing of Petience Kys gave me a idea that Inquisitor can point specific psyker and say: "that one is with me, he's cool, ok?" and it'll be in most of cases valid (just like sanctified xeno from ItS). But again - w40k is everybodies to interpretate and I absolutely won't argue about paranoid behaviour on psykers. I'm sure alternate ways to sanction psykers have come up in the 20+ years the setting has been around. Isn't Games Workshop's official stance on lore is that "Everything is cannon and nothing is cannon."? I agree that the GM interprets the setting however he pleases.
  7. lurkeroutthere said: So a little bit of backstory here. My groups Rogue Trader was recently revealed to have psychic powers for reasons of plot. After mulling it over and taking the counsel of an NPC cousin of his who is an Inquisitor (and also a psyker). She advised him to travel to Terra either in his own ship or wait around for a black ship to make a circuit. Now based on her own experiences with the black ship's he advised him that since he is essentially turning himself in and has a ship at his disposal he go himself. He had originally planned on taking one of the fleets minor vessels and heading out and playing another character for a bit. However having mulled it over in character and out of character with the party they've decided to take their flagship (a light cruiser) and head to Terra. Now I need brain storming help just to pitch some ideas and see what sticks. I see this as kind of an epic oddessy and hope to play it that way. What sort of preperations will they need to make before leaving. - For starters the tthought occurs to me that they will need provisions for a long journey, and then will need to tie up any loose ends on their local business. Lastly they will need to secure documents and backing. While the Warrant theoretically allows free travel in the imperium Segemntum Solar especially Sol is a whole other ballgame. I figure at the very least they will want to get powerful people to sign off on their journey. Cardinal's sector and segmentum governors, that sort of thing. What sort of route will they need to take. Maybe it's just my personal image of 40k but I see intersegmentum traffic as kidn of rare so theere will likely be only a few plotted warp routes. Deviating from these risks great trouble and problems. How can they make money along the way. The most obvious idea i had was passengers, powerful and wealthy pilgrims interested in making the journey. What sort of difficulties might they have. - Really this is a place for all kind of long voyage fun, pyrates, space hulks, any of that sort of thing. Jumpy imperial patrols and the like can be fun too. My group traveled to Holy Terra at the start of the latest campaign but most of the traveling was done in the background and the adventuring was done on Holy Terra itself. They did stop off at Armageddon to help flush out remnants of ork forces planetside and in the general system. The Cadian system and the Eye of Terror are also along the way so you could throw some chaos shenanigans at them. If you were to follow my take on it, the 40k RPG settings are years away from the Solar Sector (since Calixis is considered a sort of frontier space and Koronus even moreso) . The Eye of Terror distorts the warp to a great distance around itself and quicker, reliable warp routes around it are generally the sole 'property' of Battlefleet Solar. Thus your party will need to make friends along the way to share knowledge and warp charts to make the trip go by faster. Nothing too different from a typical session of Rogue Trader. When they finally get to the system be sure to drive home the power that guards the imperium's core worlds. The ships and firepower the imperium can fully bear should make them feel insignificant even if they come from a powerful rogue trader dynasty. In my campaign the High Lords of Terra and the greater movers and shakers have hundreds of profit factor. An 80 PF dynasty is nothing to them.
  8. Also, instead of moving them into the vortex to fight chaotic opponents, why not have them right next door? Maybe there could be an underhive hang financed by a sector-wide criminal orginization. They are tougher and better equipped than normal hive dregs, having access to potent unsanctioned psykers, xenos mercenaries, and high grade weapons. They try to keep the peace for no other reason than to secure their orginization's financial future.
  9. So you need more variety in your imperial opponents? Heres a quick list. I might come back and add more. Inquisition - Witch Hunters, Van Helsing wannabes with anti witch weapons and psyker restraining items. - Radical Warp Dabblers, various adepts with warp weaponry paired with imperial zealotry. - Deathwatch Space Marines, marines with access to additional training and possibly xenos weaponry. - Grey Knights, enchanced space marines with horrendous anti-warp combat powers. Rogue Trader Dynasties - Priviteers, highly financed agents allied with noble houses which can operate outside of imperial law at times. May have access to xenos technology, bio engineering, frontier-world witchcraft. - Xenos Mercenaries, sometimes outlandish breeds having been imported from across the galaxy. May become invisible through chameleonic abilities or be hideous enough to frighten even the most cold hearted heretics. Ecclesiarchy - Zealots of the True Faith, clerics of unswavering devotion, able to use faith powers (see Dark Heresy: Blood of Martyrs) to perform miracles that cannot be countered by psychic resistance. Even when critically injured, they may enter a "martyr's rage" to avoid the effects of injuries or even some forms of death for a set ammount of time. - Banishers, priests trained in the banishment of daemons and chaos sorcery. - Crusaders, monastic warriors with blessed armor wared from psychic attacks. - Penitents, former heretics fitted with all manner of bionics and treated with psycho-surgery to enslave them to the will of the imperium. Adeptus Mechanicus - Electro-Priests, omnisiad fanatics that display glowing electric tattoos across their body, some seeming to move of their own accord. While crying out liturgies of the machine cult they channel great arcs of lightning from emiters in the palms of their hands. - Skitarii, hulking men riddled with monsterous combat bionics. - Ordinati, omnisiads in charge of the great machines, some have even been converted into monsterous weapons themselves, looking more like great metal beasts than men. Just a note: the Imperium, although they are the "good guys" of the setting, are no pushovers. En mass they are probably the most difficult opponent a group of heretics could face. Read the Word Bearers omnibus if you get the chance. You'll see that even though one chaos space marine can easily dispatch a dozens of guardsmen, the sheer numbers that the imperium can commit sometimes even gives them pause.
  10. I had the players of my Rogue Trader campaign stop by Holy Terra on buisiness recently and this was the standing force I described defending the Solar System: Luna - Terra's Moon, converted into a super battlefortress. Has arrays of super macrocanons and nova canons and generally enough firepower to cut down a battlecruiser. The Eternal Dominatus - Super Battlecruiser, one of three still in service in the imperium. So massive and ancient it churns the warp around it, making it difficult for opposing ships to warp into a system under it's watch. Planetary Voidshields - Enough to weather a few rounds of bombardment. Phase Shields - Protecting the Imperial Palace itself, all but indestructable to planetary bombardment. 10 Battleships 30 Heavy Cruisers 2 Imperial Fist Battle Barges 40 Cruisers 100 Raiders Legions of Smaller Non-Warp Capable Ships - Count as hazards in space combat.
  11. I've been playing in a friend's black crusade game for the last few weeks and something thats been hitting my party hard are the encounters he puts us in. Its very common to have foes with 30+ wounds, additional reactions, and multiple high pen attacks and while I like to have a challenge now and then it's becoming difficult to get anything done. My party is currently composed of a mercenary band composed of Black Crusade Heretics (a couple chaos marines, a couple humans) and a couple Rogue Trader Orks (a freeboota and a weirdboy). We've ran fetch quest jobs for chaos benifactors twice so far and both times it's been nearly impossible to succeed without outside help. I feel like we have decent gear, stats and talents and all but it doesn't seem to be making much difference. We've already had a few players reroll new characters since the first game was run and one of the longest lived characters is down to 2 infamy points. How could we build or group with more suvivability against mid-Deathwatch level encounters? The GM is allowing the RT orks to take black crusade talents so long as it doesnt allow them to take things earlier than they normally would have. We could also use some advice from players and GMs alike on how to make our band of mercenaries a success. Thanks in advance!
  12. Valhalla said: I'm fairly new to GMing (I've done four sessions now of BC and previously have run some D&D) and am having difficulty with an issue I haven't really experienced before. In any game I've GMed before I have never had the issue of my players not being able to take down the enemy and indeed often had to upscale my encounters to try and deal with them. However, my new group of heretics is quite the opposite. The group is three chaos marines and one human(two forsaken, a champion, and a psyker). The group has proven to somehow manage to be entirely incapable. My players built their characters fully and only around the RP aspect of their character, disregarding stats/boosts/etc. in order to craft a better character. In this I'm extremely happy because I have dedicated RPers. However, they totally suck in any type of combat situation. I had assumed that three marines and a psyker would prove to be a powerful team but thus far they've proven entirely underpowered. I had hoped maybe they had been unlucky their first few encounters but that hope is fading. The psyker seems to have an unnatural trait for rolling perils every time she casts, the champion has already burned both his infamy from being mauled, and I'm almost positive that were I to ask the forsaken to shoot a barn they would manage to ricochet the bullets off somewhere and kill themselves. My question is, how do I handle severely underpowered (or at least amazingly incapable) PCs? They had trouble dealing with a single enemy marine, and when they ran into the rest of the squad it was pure hell. I shudder to think what will happen in this upcoming session where they have set themselves up to raid an enemy warlord's stronghold. Thanks in advance You say the party is taking a more RP route with their characters? Maybe encourage them to take minion feats so they can have underlings to take the hits for them? You could even offer one or more purchases of the feats for free as compact rewards. (Ex. The party corrupts an imperial servant so they get him as a minion.)
  13. venkelos said: So, this is one of those maybe pointless fluff questions, but I have a vested interest in knowing. In the distant past, the first Rogue Traders were given their power by the Administratum, the Warrants of some even signed by the Emperor, Himself. If a player group somehow happened to have such a Warrant, and I can easily make it make some sense why, even over 10,000 years, the Warrant hasn't racked up hundreds of PF points, how might He have signed it? When the Emperor was "just a man", albeit a superman, what did he use to sign things? Did lore regarding the compact with Mars, where they are allowed to maintain their religion, ever say what he penned as a signature? He didn't view Himself in the divine, and disliked any such terming, as the Word Bearers discovered, so it might be The Emperor of Mankind, without God attached, and I doubt he used a name, like your average person, but I am wondering if anyone actually knows, or would hazard a guess? Thanks much I always like the pointless fluff questions. Although the 40k setting is pretty meaty, a lot of fine detail of the working of the 40k universe has been so far passed over by Games Workshop and Black Library and I like to fill in the gaps. I would say yes, many rogue trader houses still around would have hundreds of profit factor (though many others have been brought down and looted by greedy rivals). The universe is a big place though, so even such ancient houses will be forced to spread their resources thin at times. This means a group of players could start out as members of one of these first rogue trader houses but would have a smaller, speedier ship for scouting the borders of the dynasty's influence and a greatly reduced profit factor for being so far away from the dynasty's base of power. I'm guessing the emperor had a personal crest that he signed the first warrants with. In my campaign the first warrants of trade are large over sized scroll-machines the size of a man with micro-circuitry laced into the parchment and blessed with holy power. Any man who attempts to alter it's wording finds his hands and voice crippled for a week.
  14. I thought I'd try to help spread word of a project that seems to have been going on since last year to create a new space marine chapter. The people who have been working on it have come up with some good ideas and theres even been some great commissioned artwork done to bring this new chapter to life. Check it out: www.heresy-online.net/forums/showthread.php
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