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nick012000

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Everything posted by nick012000

  1. One of said warpstorms, the Screaming Vortex, is also going to be the setting of the upcoming Black Crusade game, so I expect that even if the other is just a Warp occurance, it's got more than a little bleed-over. Here is an article they released describing it.
  2. I'll point out that Magos are another option for a female player, especially since they can pick up Unnatural Strength and Toughness themselves, and eventually get enough Toughness and Armor that they can be compared favourably to something like a Land Raider.
  3. As for the civilian side of Chaos, there was the old novel Daemon World which showed what it was like to live on, well, a Daemon World. Also, the Corruption point mechanic seems to imply something different to me: you'll want to keep it low, because if it gets too high too soon, you'll become a Chaos Spawn. You'll want to wait until you get enough Infamy to become a Daemon Prince before you get a really high Corruption, and if you keep it low enough for long enough, you'll eventually accumulate enough Infamy to launch a Black Crusade.
  4. nick012000

    Xenos PCs

    Don't get me wrong, the Dark Eldar would make a great PC option in Rogue Trader, but not in Black Crusade. Like I said, you want to play a Xenos, play the Chaos-worshipping lizard-taurs. They've got a portion of Edge of the Abyss dedicated to fluffing them out.
  5. I wonder if it'll be possible to play as a Lesser Daemon in this. You'll be able to play as a Space Marine, after all; Daemons get Unnatural Toughness and a few other assorted benefits standard (Fear, From Beyond, Daemonic Presence, et cetera) that should roughly balance out with the Space Marine's assorted other miscellaneous advantages (Unnatural Strength, Black Carapace, immunity to Fear, et cetera). I certainly hope so, even if the rules to do so don't turn up until the equivalent of the Inquisitor's Handbook; I want to be able to play as Reasonable Daemonette or Khornette alongside Cultist-chan and Dranon.
  6. nick012000

    Xenos PCs

    I disagree, for one major reason: the Dark Eldar hate Chaos. They hate Slaanesh most of all, but they hate all the other Chaos gods too. They're the truest successors of the Eldar Empire of old, and they will not demean themselves by bowing their knee to an oversized warp creature that deems itself a god! If you want to play a Chaos-worshipping Xenos, play a Rak'gol.
  7. The Warp is where Daemons live. It's not where the human cultists live if they have anything resembling sense.
  8. The Tau use Calculated Jumps, just like Imperial ships that don't have Navigators do and the ships from the Dark Age of Technology before the creation of Navigators did.
  9. Feh. Why buy a world when you can conquer or colonize one?
  10. Just use the stats for whatever commander or officer is responsable for it to determine that sort of thing. So, for Orks, open up the Rogue Trader rulebook or Creature Anathema, and just use the Ork statblock right out of there (with, possibly, a few skills added on for Doks or Meks).
  11. Grand Inquisitor Fulminarex said: It is a role playing game and you play a role. I like the Eldar, and I do not think it would be difficult for an experienced role-player to play one. I am not considering ever letting a player play a maxed out Eldar psyker; but what harm comes from playing an Eldar Corsair or Exodite wandering the Expanse with a Rogue Trader group? I see no harm in it at all. My opinion is that Eldar would be the only Xeno's [sic] race playable. Hmm? Off the top of my head, there would be the Kroot and the Hrud. Maybe the Q'Orl as well, if you have some sort of translator. There would almost certainly be Xenos Minoris that would be playable; the Morgauth and Stryxis are both races known to trade with humanity in the Calixus Sector or Koronus Expanse. That's six possible Xenos races right there: Eldar, Kroot, Hrud, Q'Orl, Morgauth, and Stryxis.
  12. If an Astropath takes the Wyrdling mutation as the benefit of the Tainted background, what happens? Does he have Psy Rating 3 (because taking Psy Rating multiple times increases your Psy Rating), Psy Rating 2 plus the Talented Talent (from getting a redundant Talent), or his choice of the two? It says he gets two psychic powers of his choice from one Discipline; can they be psychic powers of any level, or only the 100xp powers? If he picks powers from a discipline other than Telepathy, does he get that Discipline, or does he only get the powers? Does he get the Basic Technique of the Discipline he chooses to recieve the powers of?
  13. Alternatively, if you get lucky when you get a mutation, you might get the Wyrdling mutation and get a couple psychic powers that way.
  14. HappyDaze said: but if you divide that by 4 (i.e the maximum number of shots/hits that a storm bolter can inflict, not 8) That's not a universally accepted reading of the Storm rules. I remember someone posting that FFG said that the way Storm weapons work is by working out the number of attacks that hit, and then doubling them. So yeah, the maximum number of attacks that can hit is 8. Of course, even with d10+7 Tearing damage (average 14.15 damage), you've still only got a Pen of 4, so even carapace armor will reduce the damage you're doing, on top of the Toughness Bonus damage reduction.
  15. Varnias Tybalt said: nick012000 said: What? No, the Imperium is happy to leave worlds unindustrialized and mostly unutilized; feral worlds can produce useful warriors, after all, and there are a lot of feral worlds in the Imperium. No, the reason why some worlds are left unindustrialized is because industrializing every individual world takes time and resources that the Imperium might have to spend elsewhere for the moment. Even a realtively "new" hiveworld takes hundreds and even thousands of years to reach it's industrialized climax. But if the Departemento Munitorium and the Administratum could, they would industrialize all planets in the Imperium at the blink of an eye. Also feral worlds might produce useful warriors, they tend to be in too low numbers to be considered an efficient industry (a feral world is pretty deadly after all, and communities are usually kept small because of the natural selection). No, you're wrong. The Imperium is noted as being perfectly fine with allowing Feral Worlds to remain unindustrialized, and the reason noted is because of the quality of the warriors they produce. This has been in every 40k rulebook I've read. Besides, the Imperium is many things, but efficient is hardly one of them. Varnias Tybalt said: nick012000 said: Besides, I think you might be a bit mistaken on the concept of the ownership of planets; the local Planetary Governor effectively does own the planet, if he wants to. As long as he delivers his tithes on time, and doesn't go heretical, they couldn't care less about how the Planetary Governor goes about the business of ruling his planet. Hell, some planets are democracies, with the Planetary Governor elected by popular vote! That's still not ownership, just a limited form of rulership. For instance, if an Imperial official decides that a specific mountainrange on that planet is to be mined to dust, then he can just go ahead and start shipping in the relevant industry to that planet and order it to happen. And the Rogue Trader/Planetary governor isn't in a position to refuse this. It is true that the Imperium doesn't really care exactly how a world is governed, but the governor is not the owner of that world, he's just it's ranking caretaker. And the Imperium is even well within it's rights to enforce obligations on him or her (like increasing the tithes, ordering him to have specific Imperial installations built etc. etc.) That's not "effectively owning" a planet, that is being the Imperium of man's carateker lapdog (which all planetary governors are). Firstly, the Imperium doesn't give a **** about a particular mountain ranges. All the Administratum cares about is that the tithes are met and that the local government doesn't fall to heresy, and the local governor is free to do whatever he wants as long as those conditions are met. Yes, he has obligations, but that's part and parcel of being a feudal vassal. That doesn't mean that the planet is any less his. If they start shipping in industrial supplies, he has no requirement to actually use them; as long as he continues to meet the tithes levelled on him, they could care less how he goes about getting them (though if they're shipping him industrial equipment, it'd probably be pretty difficult to do so without using said equipment). It'd hardly be impossible, though; witness the case of Sepheris Secundus in the Calixus Sector. It's one of the largest mining worlds in the sector, and it does it all by slave labor. When one of the local nobles tried to industrialize, he got himself declared a heretic! Varnias Tybalt said: nick012000 said: A Rogue Trader is free to go out and found his own little kingdom out beyond the borders of the Imperium, and what's more, they are often given Warrants of Trade for that purpose, often to get rid of an over-grasping general or overly ambitious noble. He'll just have to pay his tithes when they ask him to, and he's free to do whatever the hell he wants with the people and planets under his rule. If he manages to conquer himself more than just one planet, he'll just wind up being recognized as the Lord (Sub-)Sector. It works like this: as long as the Imperium of man doesn't take note of the worlds he has conquered, then he can do whatever he wants with them. But having the ability to do whatever he wants with them doesn't imply ownership. It's more like Rogue Traders are sent out to "find" new worlds for the Imperium, not to find them for themselves. The two are one and the same. Varnias Tybalt said: And like I said, the Imperium has all the right to come barging in on the Rogue Trader's founded domains and demand pretty much anything from these worlds. And if the Rogue Trader would try to say: "No, these are MY worlds and you can't do that!" then his warrant of trade would be revoked faster than you can blink. No, it wouldn't. They'd just send an army in to depose him, possibly with another Rogue Trader at its head. Did you even bother reading the book?
  16. Varnias Tybalt said: It's not "his" planet. It is the Imperium's planet, since the Rogue Traders warrant of trade was a gifted to him/her by the Adeptus Terra, and the warrant do come with obligations to the Imperium of man, and these obligations do cross over to any permanent colonies founded by the Rogue Trader. While the Rogue Trader is considered to be the ranking commander in chief of any newly founded colonies and it is well within his power to appoint himself as the planetary governor for the time being, it's still not his planet to own or do whatever he likes with. Some day the Imperium will want to assimilate that particular civilization, and sooner than that, they will want to collect the tithes from any production that colony engages in. This of course means that sooner or later the Administratum will hear of this colony and if it is a small one they will deem it "too unproductive in regards to the expected planetary resources", then they will take steps in contacting the Adeptus Mechanicus and start turning the "Rogue Trader's" planet into an industrialized society in order to bleed the planet dry of it's resources faster and in a more efficient manner. And all the Rogue Trader is legally entitled to do is to sit by and watch them go ahead, because obstructing this process would most likely forfeit his warrant of trade. So, neither the colony nor the planet is for the Rogue Trader to legally own, it belongs to the Imperium of man. Even if the Rogue Trader and his or her dynasty would like to pretend to be kings and queens of their own personal little kingdom, they are only living that way on borrowed time. And sure if they are compliant in helping out the Imperial dignitaries and facilitators to making the best use of the planet in question, then maybe the planet will be named after the Rogue Trader in official Imperial records. But that still doesn't make the Rogue Trader to the planet's lawful owner. Private ownership might concern ships, men and other tangible resources, but never planets... What? No, the Imperium is happy to leave worlds unindustrialized and mostly unutilized; feral worlds can produce useful warriors, after all, and there are a lot of feral worlds in the Imperium. Besides, I think you might be a bit mistaken on the concept of the ownership of planets; the local Planetary Governor effectively does own the planet, if he wants to. As long as he delivers his tithes on time, and doesn't go heretical, they couldn't care less about how the Planetary Governor goes about the business of ruling his planet. Hell, some planets are democracies, with the Planetary Governor elected by popular vote! A Rogue Trader is free to go out and found his own little kingdom out beyond the borders of the Imperium, and what's more, they are often given Warrants of Trade for that purpose, often to get rid of an over-grasping general or overly ambitious noble. He'll just have to pay his tithes when they ask him to, and he's free to do whatever the hell he wants with the people and planets under his rule. If he manages to conquer himself more than just one planet, he'll just wind up being recognized as the Lord (Sub-)Sector.
  17. Grand Inquisitor Fulminarex said: Well, I have to think that they have at least a Victorian level of knowledge. Seriously, who wouldnt understand pressure build-up? Nope, most of the menials have no clue what the buttons they're pushing actually do. They just know a ritual they have to perform to appease the machine spirit.
  18. HappyDaze said: After sleeping on it, I think that I'll remove the 500 xp charge on playing an Ogryn, but I'll instead apply it as the cost of the BONE treatment. With this alteration, the BONE treatment will only be available in this manner (it cannot be taken as an Acquisition) and it can only be taken at character creation. I'll offer the explanation that the BONE treatment can only be successfully performed on prepubescent Ogryns, so you ether start with it at the cost of 500 xp or you never benefit from it. It's not 100% accurate to WH40K canon, but it's workable for this ruleset. Hmm? A single mutation costs 200 xp if you choose it; this package grants six mutations. Granted, one of them is purely negative, but that's still 1000 xp worth of mutations there. 500 xp is fine, in my opinion. If anything, it's undercosted.
  19. Raith said: Hmm, now I got an idea for a radical Master MEdicae Genetisyts who experiments with Xeno-cloned organs instead of human template ones... hmm.Anyone for Eldar Eyes? Tyranid Teeth? Ork muscle replacements? - RAith That's technoheresy; debasing the human form with that of the Xenos. I think the Beast House does it, among their many other crimes, and look at how the Inquisition is responding to them.
  20. Umm, I'll point out the Mass Combat rules on p. 292 of the Rogue Trader corebook. House rules are all well and good, but why reinvent the wheel, you know?
  21. MILLANDSON said: alexkilcoyne said: nick012000 said: MILLANDSON said: nick012000 said: Personally, I'd just assume that if your ship has a Barracks, you get soldiers along with it, with their quality depending on the Crew Quality of the ship. Skill 30 crew gives you Hired Guns, Skill 40 crew gives you Oathsworn Bodyguards, Skill 50 probably gives you Sisters of Battle or Imperial Guard Stormtroopers or something. Except it pretty much states it only gives you the facilities, not troops, otherwise you'd always get the +20 to Hit and Runs. Yeah, but you're pretty much assumed to have whatever crew you need for the ship. If you've got a Barracks component, you've probably got soldiers to fill it with at a level of competence determined by your crew competence. I would be inclined to agree with this. Even before the purchased a barracks its likely that some of the crew were Security and Armsmen- who now have a proper barracks to function properly in. Possibly, but giving the +20 bonus all the time, rather than just when on Military Objectives, makes it horribly unbalanced compared to other components. Huh? Not really. The Teleportarium and Murder-Servitors both give +20, and they're both 1 Power/1 Space items, rather than the 2 Power/4 Space component the Barracks is.
  22. Lightbringer said: Hard to say, I can't imagine anyone's ever actually worked out the mechanics of it! I don't know if you really need a 1:1 Hive world/agri world ratio. Even though Hive worlds have massive populations, efficient agricultural methods, especially on a planetary scale, would probably be able to feed trillions of humans. I remember reading on the CIA world factbook website (always an uplifting read) that even though British agriculture employs less than 2% of the population, it provides 60-70% of the food for the nation. So a population of a handful of billion, with advanced agri-tech, high efficiency xeno crops and the economies of scale acheived by farming an entire planet, may be able to feed a dozen normal worlds, or a handful of hive worlds. Yes, there'd be food shortages and food riots and the like, but these would be more a product of transport difficultuies than a lack of actual foodstuffs. I always got the impression from the fluff that hive worlds needed more like a 1:2 or 1:3 ratio of hive worlds to agri worlds, at least. The Calixus Sector as published has the ratio as 1.68:1.
  23. MILLANDSON said: nick012000 said: Personally, I'd just assume that if your ship has a Barracks, you get soldiers along with it, with their quality depending on the Crew Quality of the ship. Skill 30 crew gives you Hired Guns, Skill 40 crew gives you Oathsworn Bodyguards, Skill 50 probably gives you Sisters of Battle or Imperial Guard Stormtroopers or something. Except it pretty much states it only gives you the facilities, not troops, otherwise you'd always get the +20 to Hit and Runs. Yeah, but you're pretty much assumed to have whatever crew you need for the ship. If you've got a Barracks component, you've probably got soldiers to fill it with at a level of competence determined by your crew competence.
  24. Pandadan said: If I were really, really mean, I'd make them flick off the Gellar field for it. I'm pretty sure the Gellar field doesn't block perception, though. Isn't it just a physical barrier preventing warp beings from entering? The Gellar Field imposes a stable bubble of reality around the ship. Daemons don't do well when they're forced to play by the rules of physics.
  25. Pandadan said: EDIT: Does ship construction actually break all that badly if you can stuff in multiple stacking essential components (I'm mostly eyeing plasma drives and void fields here)? I can see a ship with an extra set of plasma engines and more augmented retro-thrusters than you can shake a stick at amassing some absurd Maneuverability rating. Stacking void shields would rapidly outclass the armaments any sub-cruiser vessel could bring to bear, I think, but I can't run the numbers at the moment. Anything else jump out at anyone? A transport with a pair of Archeotech Jovian Pattern drives is so much better than one with a Lathe Pattern one it just renders the latter redundant. Yes, it is broken.
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