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AkumaKorgar

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  1. So, I am starting a new campaign using the Twilight Crusade adventure as a launching point and I just bought the Tau Character Guide, so I am eager to use that. The player in our group who plays Tau in 40k has signed on to play a Fire Warrior, and I've decided to keep it at the one Tau PC to keep the Tau as an element in the Rogue Trader mix without overpowering the central themes of Rogue Trader. Here's my problem: What role should I have my Tau PC take on in the NPC Hunter Cadre? I would like his character to have a fairly involved role in the story - he is a PC after all and needs a reason to keep interacting with the Rogue Trader and his crew. However, I cannot make him TOO important because he is a Rank 1 Fire Warrior. Obviously as a PC with Fate Points he is more powerful than any NPC Fire Warrior, so I was planning on making him a Shas'ui and giving him a squad of Fire Warriors to command, which would put him in the chain of command. He could perhaps also be designated as a liason for the cadre with the humans, therefore giving him plot justification. Any ideas? Has anyone run Twilight Crusade with Tau PCs, and if so, how did you handle it?
  2. Sorry guys, life's been a little hectic lately. I haven't given up on this game just yet. And I have received everyone's character sheets, so there's the good news. I'll be getting back to you as soon as things settle down a bit. No worries!
  3. Still taking submissions, feel free to send in whatever. We have a Chaos Marine Sorceror, but everything else is still open (for now at least)
  4. That all sounds good, Deimos, if you'd like to send your PDF to me, my e-mail is logos411@gmail.com Elurindel, if you'd like to flesh out your concepts a bit more and send them to my e-mail as well, I'd love to see them and decide if they'd fit the game.
  5. I usually ask players to try and check the threads daily, though missing it occasionally isnt the end of the world. It is important to keep momentum going though. A single overly long lull in gameplay can kill the synergy and cause even devoted players to be discouraged and lose interest. That's the only real downside to PbP, I find.
  6. So, I've had Black Crusade for a little over a month now and I am dying for a chance to run something. Unfortunately, my local group of friends have been very busy with their schedules and day-to-day lives and its hard for us to meet. I've decided I'd like to run a play-by-post game of Black Crusade. I'd only need three or four players, maybe more if I really do get that much interest. The campaign would be set in the Screaming Vortex, probably using Broken Chains as an opener (because I really do like the way it gets a group started) although without the pregen characters - that is, until someone really likes one of the pregens. Essentially, I'd like this campaign to be a sort of "vanilla" Black Crusade experience, since it'd be my first campaign with this line. I'm not entirely sure yet what forum I'd be running this in. This forum here is an obvious choice but I'd hate to clutter up the FFG boards, when its really meant for talking about the game. RPG.net has a good forum with a large play-by-post area, and I think that'd probably be the best choice. If you're unfamiliar with the concept of Play-by-post forum games, check this out: http://en.wikipedia.org/wiki/Play-by-post_role-playing_game
  7. White Wolf books were always really prone to this for me. So far I've been pretty lucky with FFG's books, though.
  8. Contacting FFG would be the way to go. Even if they can't offer any help, then at least you'll have found out.
  9. Thanks to Reverend mort for his replies, I think you probably clarified the system for me and I feel a lot more confident about handling it. It would seem that Infamy was always meant to be even more fast, loose and abstract than Rogue Trader's Profit Factor characteristic; thus enabling a GM to come up with justifications for Acquisitions based on the specific character. So, for example, if a Chaos Space Marine warlord has a lot of his Infamy from subduing opponents or raiding worlds for their wealth, the GM will make note of this and have a lot of Acquisitions being traded for the Chaos Lord's tribute or loot, or even BEING tribute or loot, whereas a Heretek might be explained as trading black market technical details to a contact in exchange for equipment. I guess in a way, the Infamy system puts a little more onus on the GM to come up with justifications, but it also provides a lot more flexibility to do so. Hm. I think I'm liking Infamy even more now.
  10. So of course, Black Crusade does not have the same acquisition rules as Rogue Trader or Dark Heresy, which makes perfect sense, as the Screaming Vortex and the shadowy underworld of Chaos of course would not have the thriving market economy that the Imperium does. However, it does occur to me that the Infamy system as written seems to overlook a few important factors that would come into play. As written, Infamy centers on the idea of a character relying on his terrifying reputation, political clout and perhaps influence to demand both equipment and services from others. However, it seems to overlook, or perhaps just gloss over, the regular granting of tribute which has always been a big part of warlord-vassal economies; ie, a Chaos Lord dominates a region of space and lets everyone live as long as they continue to send in their tribute, whatever form that takes. Then there is the question of loot: if a group of PCs go on a raid and manage to capture large amounts of throne gelt, or perhaps other valuable treasure like quantities of raw silver or gold or gems, then shouldn't there be some kind of a rule to recognize its value? Obviously some things taken in raids, like valuable cargo or slaves, would be handled under the rule of trade, but things like hacksilver and throne gelt don't seem to fit in. Am I right in thinking so on the question of both tribute and loot? Would it be a good idea to write up a set of notes or side rulings to figure out how these things play into Infamy, or do the rules as written already cover these ideas? After all, one could suppose that passing an Acquisition roll on Infamy also counts as simply buying an item with wealth received through tribute, and letting the fine details sit in the background.
  11. I think organizing a Crusade into the Koronus Expanse is a perfect backdrop for a huge meta-endeavour.
  12. MKX said: What happens is that it "Doesn't Happen" and if the Dark Angels are anything to go by, it only happens at the very highest levels of the command structure and they have trusted members of the chapter hunt the recidivist down. Torture them to find out why and eventually kill them, anyone who knows about them and burn all the evidence that nothing ever happened. Marine Chapters are pretty high up on the top 5 of things you don't want annoyed with you. They will f**k you up! To back up what bladerunner said, you're mistaken. Renegades actually make up one of the two major sources of Chaos Marine recruitment; the other being initiates implanted with Legion/Renegade gene seed, just like Loyalist Chapters. There are individuals who fall from grace all the time, not with enough frequency to be considered a crisis, but enough that it's not unheard of. And sometimes whole chapters will go renegade. The Badab War and the Astral Claws (who are now the Red Corsairs) are the best example of this, but the Relictors and the Sons of Malice are only a few other examples.
  13. For what it's worth, I love the Broken Chains booklet and I want to give two thumbs up to the FFG crew for their excellent work.
  14. Heh, no reaction, eh? Anyone interested in these, or have any constructive criticism to offer?
  15. I've been working on this for a while, this is a list of Unit Types for Orks, for the Ground War rules in Battlefleet Koronus. It struck me that the unit types in the book would work great for Imperial/human troops, but they're not very appropriate for Xenos. These rules were written by drawing on the current Ork Codex, as well as Imperial Armor Vol. 9: Raid on Kastorel-Novem. which has a lot of new Ork vehicles described as being used throughout the galaxy. I've tried to come up with a specific unit or vehicle as a reference to every category, some have been harder than others. The guiding design idea was that the centerpiece of Ork armies are the Boyz, the infantry, and that because of their toughness and heavy impact in close quarters they are, pound for pound, better than Imperial infantry. However, they pay for this with overall weaker tanks and less effective artillery and air power. I have yet to work out Movement stats for these unit types. I've also yet to write any comments on the Tech Levels of Ork units. Since Ork Mekboyz are inherently bestowed with knowledge of Orky teknology, there's less need, if any, to figure for Tech Level as Imperial troops do. Snakebite Orks are an obvious exception, but anyone who wants to represent Snakebite Orks should be able to do so. Otherwise, it should be assumed that all of these units recieve an automatic +3 Power modifier to stand-in for Modern technology. Finally, I'm not quite sure how to handle Mega-Armored Nobz. They should be quite a bit tougher than other Orks, given that they're already Nobz (who count as Heavy Boyz) but also have incredibly thick armor. They probably deserve a separate entry, similar to how Space Marines are handled in the Ground War rules. Anyway, the rules. If they're a hit, I'll probably work on another list for Chaos and for Craftworld Eldar. Let me know what you think: ====================================================== ORK BOYZ - Power 5 The core of any Ork warband is its mobs of Ork Boyz, tough and determined infantry armed with a wide variety of crude but lethally effective armaments. What they generally lack in sophistication or tactical planning, they usually more than make up for in raw numbers and sheer destructive force. Light: Typically, Light mobs of Ork Boyz are used to make precise attacks on the enemy. Light Boyz mobs include small, elite units such as Ork Kommandos, or mobs of fast moving shock troops like Stormboyz, both of which generally fight without heavy support. Alternatively, this category can also represent a much larger mob of much more pathetic Grots. Medium: Medium Boyz mobs are the mainstay of the Green Tide. They are footslogging Ork infantry armed with choppas, sluggas or shootas, as well as some heavier support such as rokkit launchas, often accompanied by a few Deff Dreads and Killa Kans to give them an extra edge against hardened targets. Heavy: Heavy Boyz represent the heaviest hitting Orks under a Warboss' control. They are solely made up of ferocious and resilient Nobz, or else mobs of Orks armed with heavy weapons and anti-tank rokkits, like Lootas and Tankbustas. ORK TRUKKS - Power 6 Trukk Mobs are mobs of Ork Boyz outfitted with ramshackle transports in order to speed them to the fight. Though Ork Trukks aren't nearly as sturdy as Imperial troop carriers like the Chimera, the Ork's enemies still have to contend with the fact that they carry mobs of Orks! Light: Light Trukk Mobs generally represent manic Ork speed freaks mounted on warbikes, which often range ahead of the main Ork force and either engage in hit and run warfare or cause mayhem until the rest of 'da Boyz' catch up. Medium: The mainstay of mechanized Ork warbands, Medium Trukk mobs consist of Ork Boyz mounted in haphazardly built Trukks, which though lightly armed and armored, are fast and easily built by Mekboys. Heavy: Heavy Trukk mobs differ little from their lighter counter-parts, except for the vehicles which carry them to the fight. Heavy Trukks may represent Orks mounted in much sturdier Battlewagonz, they may also represent mobs of Trukk-mounted Orks supported by Gun Trukks. ORK BATTLEWAGONS - Power 7 Rumbling into battle with the rest of the Waaagh, Ork Battlewagons are a mobile, armored fist, clattering along on treads or wheels mounted with kannons and big shootas, laying out devastation all around them. Most Ork Battlewagons have room to carry mobs of Ork Boyz, either inside the vehicle or hanging alongside, but these mobs ratings only represent the battlewagons themselves. Light: Fast and deadly, Light Battlewagon mobs represent groups of Ork warbuggies or wartraks, rugged vehicles mounted with heavy weapons such as big shootas or rokkit launchas, able to unleash heavy fire while racing about the enemy at high speeds. It can also include squadrons of diminutive Grot Tanks, small armored vehicles crewed by Gretchin. Medium: Medium Battlewagon mobs consist of a wide variety of Ork tanks, including Battlewagons mounted with heavier weaponry, and Gunwagons which are usually little more than armored carriages for big gunz. Medium Battlewagon mobs also often include Looted Tanks, Imperial vehicles which have been "upgraded" with Orky teknology. Heavy: Heavy Battlewagon mobs represent mobile fortresses of death, thundering Ork contraptions mounted on enormous treads and bristling with kannons and zzapas, such as Battle Fortresses or the less common Ork Kill Tanks. Jury-rigged war engines of scrap metal and rivets, they are easily the equal of Imperial super heavy tanks. ORK DREADMOBS - Power 8 While Ork Boyz mobs are often accompanied by a few Killa Kans or Dreads, the most gifted (or demented) Mekboyz may endeavour to build an entire army of crudely welded killing machines. These are known as Dreadmobs, ironclad hordes of piston-driven destruction which smash their way through enemy lines. Light: Light Dreadmobs are forces composing smaller Ork walkers, such as Killa Kans, which are piloted by Grots wired directly into the machine. Waves of Killa Kans are often used as cannon fodder by their larger Ork cousins, but they also often fight alongside bigger Dreads as part of a larger mob. Medium: Heavier and much better armed than their lighter cousins, Medium Dreadmobs are composed of Ork-crewed walkers such as Deff Dreads, or the less common but far more devastating Mega Dread. Heavy: Heavy Dreadmobs are made up of Stompas, Orky war machines so large and powerful that they are more like smaller versions of Gargants than a true Dread. Stompa Mobs provide a slow but well-armored core of devastating firepower with which to support an Ork assault. ORK BIG GUNZ - Power 4 Big Gunz mobs are the equivalent of artillery formations for other races. They are generally less effective than Imperial artillery units, as they lack sophisticated fire control and ranging. Nevertheless, a battery of Big Gunz can still pose a serious threat and tip the balance in a fight. Light: Light Gunz include various short-ranged Ork artillery pieces such as rokkits, kannons and lobbas. They're often fielded very close to the front line, and sometimes even forming part of the front line themselves! Light Gunz have a range of 5 kilometers. Medium: Medium Big Gunz include light and medium towed pieces such as Supa-Lobbaz, Supa-Kannons or the piloted munitions known as Grot Bombs. It also includes Ork Trukks or Battlewagons which have been mounted with these guns. Medium Big Gunz have a range of 20 kilometers. Heavy: Heavy Big Gunz are comprised of batteries of large, long-range rokkits, or a collection of the largest kannons and Lobbas known to Ork-kind, such as the big siege guns fielded by Ghazghkull Thraka on Armageddon. Though at times imprecise, they can tear down the srongest defences. Heavy Big Gunz have a range of 40 kilometers. ORK SKWADRONS* - Power 6 Ork Skwadronz are formations of atmospheric and spaceborne fighter craft and bombers, as well as the ungainly Ork flying machines known as "koptas." The Mekboyz who build these craft, and the Orks who pilot them, are a particularly rare breed of Speed Freak that appreciates the thrill of bringing destruction at high speeds and high altitudes. Light: Light Skwadrons are composed of very fast and light aircraft such as Ork Fightas and Deff Koptas, used as interceptors, aerial recon, and light ground attack. Light Skwadrons have a range of one kilometer for guns and five kilometers for ordnance. Medium: Medium Skwadrons of Ork attack craft are versatile all-rounders with heavier armaments and payloads of rokkits and bombs. The ubiquitous Ork Fighta-Bomma is typical of this unit type, but it also includes the troop-carrying Warkoptas. Medium Skwadrons have a range of one kilometer for guns and ten kilometers for ordnance. Heavy: Heavy Skwadronz consist of Bommas and Blasta Bommas, heavy Ork aircraft used to unload fearsome firepower and destructive payloads on the battlefield. Ork Bommas have been to known to act as aerial transports for mobs of Stormboyz, allowing them to drop straight into the fight on their jump packs. Heavy Skwadronz have a range of one kilometer for guns and 20 kilometers for ordnance. *Still not totally sold on this name for Ork aircraft units. Any suggestions?
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