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professor_kylan

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  1. Like
    professor_kylan got a reaction from Alekzanter in Making GMing fun in a combat-heavy system   
    I'd recommend some non-standard action sequences to break up the full on combat. I've run for similar groups before and here are a couple of scenarios that we had a lot of fun with:

    *The Kill-team has to infiltrate an otherwise impervious fortress. The sheer number of archenemy troops would make an attack by even a Deathwatch Kill-team an ineffective suicide mission - it would require a Titan Legion to break the defenses and one isn't available. The enemy use a lot of slave labour in their work, including a large number of gene-stock. The PCs are commanded to infiltrate the base with no armour, no weapons but what they can scavenge, and breach the defenses so that a mundane army can assault the base.
     
    *A mission set on a reclaimed shrine world. Explosive damage weapons are explicitly prohibited as the Kill-team deals with xenos infiltrators without any property damage. Renown can be lost for even a successful mission if damage is done to the sanctified masonry or pilgrims.
     
    *Some "acolyte work" has come up, but early indications suggest it may have some clue to the nature of the Primarch of one of the Kill-team. If the group just ignore the plot thread, their chapter will contact them to inform them that the Inquisition/Ad Mech have taken the information and are not releasing it to the chapter and that the Astartes can either choose to recover the information OR not bother returning home. 
  2. Like
    professor_kylan got a reaction from Decessor in A Reasonable Rate of Acquiring Bionics and Implants   
    So yeah, I'm not in favour of cybernetics unless you're a tech-priest, injured, or have a chapter specific reason.
  3. Like
    professor_kylan got a reaction from Decessor in A Reasonable Rate of Acquiring Bionics and Implants   
    An Astartes is more than a weapon.
    The Astartes are the result of a thousand generations of techno-alchemical eugenics. Each bred to be the ultimate fighting machine. One Astartes can destroy a regiment of lesser men, one thousand can destroy a civilisation. In a galaxy of one billion worlds, only a million of these knights, these angels, are required to guard her borders.
    To craft one takes twenty years of training, gene-crafting and flesh modifications. They are unstoppable in battle, the human frame extended to pure perfection. Should one be wounded, his blood clots into armour as hard as bone. His ribs are an unbreakable sheath of ceramite hardened ivory. They have two hearts, three lungs. Their blood is nearly iridescent red, brighter than ours which is darkened with our sins.
    They are pure. Perfect. The genetic legacy of the God-Emperor, without whom there would be no light left in this dark galaxy.
    And you would slice parts of and replace it with cold, unfeeling iron?!
    There are those astartes that do so, aye. The scions of mars do so because they seek communion with their god. Theirs is a holy work. There are those that are damaged by battle, sustaining wounds that would slay a mortal man instantly. Theirs is not a choice, they repalce meat with metal due to a lack of other options. There are those poor sould who suffer due to a miniscule weaknes in their geneseed, a flaw from their genetic all-father, that convinced them that flesh is weak and must be replaced. Theirs is a pitiable condition, the flaw of their Primarch for which there is no cure. They find no comfort in their new, metal frames. One despair once they discover that hte weakness was not of the flesh at all.
    You cannot replace perfection. You annot enhance it with scraps of metal and sensors and servos. The holy flesh of the astartes is not a canvas for you to ply your perverse bio-mechanical artistry.
    Cybernetics without cause are blasphemy. Heresy.
    An Astartes is more than a weapon.
  4. Like
    professor_kylan got a reaction from Cogniczar in Proposed influence system   
    Over the last few aeons (by the feel of things) I have been working on a revamp of the RT, DW and DH rules to tie everything together into a single unified system. I've recently been playing with rules for Profit Factor/Influence in a way that makes combining them into a single group a little easier.
     
     The core idea is that each group has an Influence rating, which can be used for acquisitions and the like, and each player has a personal rating which can be spent to improve the groups overall Influence or modify influence rolls that character makes.
     
     One of the aspects of the system that isn't immediately addressed in the following document is that Endeavours add to each players personal Favour (ie Profit Factor) rating, rather than the group Influence rating. Other than that, I hope it all makes sense!
     
     I'd love to get some feed back, even if that's just you yelling "YOU SUCK!" at the screen a half dozen times then trying to find an online service that unleashes packs of wild dogs on people you don't like. 
     
     
    https://docs.google.com/file/d/0ByhgPzi5giNyTlB3OW5QNlI0YmM/edit?usp=sharing
  5. Like
    professor_kylan got a reaction from Egyptoid in Warp Encounters   
    The vox hisses static as I rest my head back up against the ornate rest of my command throne. I'm drifting, drifting throuh the void. It's a dull trip. All I have are my own thoughts and ghosts as I slip along the path between worlds.

    Seven days now. Seven days sitting in this chair, occasionally checking dials and watching the view stretching over my ship. Five hundred lengths long, blocky, ugly. Quiet. I don't know what my cargo is this trip. Something worth the expense of space transit, nothing interesting enough to require more than a handful of distant crew and a solitary captain. Thinking about it occupies my mind for seconds.

    The vox hisses and the coughs, as if it has just missed a signal. It's probably nothing, a burst of interference from the local star. It gives me something to do. I reach over and start playing with the controls, scanning the frequency left and right. There's nothing there. I lean back again.

    The vox coughs again. This time I hear words, to faint, to broken to understand. I reach forwards again, start adjusting the vox, carefully, slowly. I know there's something there now.

    I find it.
     
    "...someone there? ..any.ne there? ..please.... please...?"
    My hand freezes on the controls, the voice breaks up, sobbing. I listen.
    "...there's... is someone there? ...please... is someone..."
    My hand is steady, my face impassive.
    "...ir is running o... oxygen reserves at..... lve percent. please... repond..."

    Her voice is young. Maybe her early twenties. She can't be a captain, not at that age. Lieutenant, maybe. Ensign, most likely.

    "...out there? please... i'm cold...scared..."
    My hand shakes a little. Her voice is so small. Lost and afraid.
    "...why can noone hear me... why is noone listening... i'm so scared..."
    My hand shakes. A tear runs down my cheek. I look away from the speaker grill. Guilt rends my soul.

    "...i'm alone... save me...please...save me..."
    The ship trembles as it hits the debris field. Fist sized lumps of metal hit the forward shields, their deflection silent as the grave in the void. Whatever was here was big, maybe a transport or a light cruiser. Whatever it was it was only a hulk now, drifting silently past the port side. From the looks of things, the plasma reactor had gone into critical overload. The radiation leak would have killed everyone onboard instantly.

    "...please... save me... please..."
    I look away from the hulk, tears in my eyes. The voice is growing fainter now as we pull away from the wreckage. The vox is breaking up. The voice is a whisper.

    "...save me... i'm scared... alone..."
    The voice breaks away into static as the auger scans return from the wreck. No life signs.

    "...please..."
    The vox hisses static as I rest my head back up against the ornate rest of my command throne. I'm drifting, drifting throuh the void. It's a dull trip. All I have are my own thoughts and ghosts as I slip along the path between worlds.
  6. Like
    professor_kylan got a reaction from Nameless2all in Fan supplements   
    Slight de-rail of the thread here - I've actually been working on a supplement for a while. two parts - new rules (bringing DH, RT and DW together into a unified system) and a sub-sector supplement for the Cyclops Cluster - one of the regions of the Gothic Sector. Still trawling for feedback on both, I'll try to be cunning and say, "Hey, maybe you could get some ideas from stuff I've done and vice versa?" and see if that sparks interest
     
    The Cyclops Cluster
    https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing 
     
    40k Unified RPG project (beta rules)
    https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing
  7. Like
    professor_kylan got a reaction from Simsum in Fan supplements   
    Slight de-rail of the thread here - I've actually been working on a supplement for a while. two parts - new rules (bringing DH, RT and DW together into a unified system) and a sub-sector supplement for the Cyclops Cluster - one of the regions of the Gothic Sector. Still trawling for feedback on both, I'll try to be cunning and say, "Hey, maybe you could get some ideas from stuff I've done and vice versa?" and see if that sparks interest
     
    The Cyclops Cluster
    https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing 
     
    40k Unified RPG project (beta rules)
    https://drive.google.com/file/d/0ByhgPzi5giNyR0dfZ0pfTnNYazA/edit?usp=sharing
  8. Like
    professor_kylan got a reaction from pearldrum1 in Tacticool   
    I'm almost in agreeance with you. Ther sheer size, power and battlefield presence of a fully armoured astartes to me always works best with an almost contemptuous hipshooting stance, backs never bending and pace never slowing.
    Astartes in scout armour, however… especially if they're using sniper rifles that a normal human would require to be bipod mounted (at least)? That's awesome. (Imagine a 7.5 foot toall ubermench running arround with a Barret anti-materiel rifle like this, jsut running and shooting)
  9. Like
    professor_kylan got a reaction from [S]ir[B]ardiel in Statline for a Primarch   
    Roll a 01-05 to not die, each round. If they're playing with you.
    Your players cannot beat a primarch. Your players and their watch house cannot beat a primarch. Angron was once in the basement of a fortress that collapsed down on him. He punched his way out. Magnus the Red was attacked by an Eldar titan. He telekinetically crushed it into a sphere. Roboute Guilliman was ejected into space, catapulted across the void, punched his way into an enemy battleship and only didn't kill the entire crew because he got caught up in fighting a greater daemon. Sanguinius broke the spine and banished the king of the Bloodthirsters. The only primarch to have been killed by something that wasn;t another Primarch or the God-emperor himself actively desired death. Those that WERE killed by other primarchs are, in some cases, getting better.
     
    They have no statline. They don't roll dice. They just win. If you're not personally chosen by the chaos gods? You lose. If your players decide t push their luck? They lose.
  10. Like
    professor_kylan got a reaction from Marwynn in Ever want to fly a planet   
    Let's look at this in a slightly different way.A moon flying around with engines on it is undoubtedly badass. How abotu this as an endeavour?

    The Amaranthine Engine
    Minor endeavour
    +3 PF
     
    The Inquisition has recently lead a war of extermination against the Amaranthine syndicate, a crime organisation made up of multiple xenos species. The war was a simple and fast one, but as the last amaranthine stronghold was destroyed, their leader activated their last doomsday weapon - one of their homeworld's moons. Designated Haephastia by the Ordo Xenos, the moon has been fitted with Fra'al gravitic drives, layers of tectonically reinforcing void shields, and automated defences. The warp shock of the Haephastia entering the immaterium created a storm that has left the inquisitiorial forces stranded, but the ranking inquisitor on site, Inquisitor Marios Fel, has managed to get a message out to all free captains, warning them of the rogue moon, offering a hefty reward for destroying it.

    Objective 1: Locate the Haephastia
    Themes: Exploration
     
    Finding the rogue moon may be the hardest challenge of all. As it travels through the warp, it leaves a storm behind it that can be tracked by skilled navigators. The disturbances as it flies near systems can be felt by all, leading to nightmares and riots on inhabited worlds which could also used to chart a path.

    Objective 2: Boarding the Beast
    Themes: None

    To the horror of all imperial subjects, the Haephastia is on a direct course to collide with [insert name of favoured local Hive world here], an event that would easily kill twenty billion loyal members of the imperium and cripple manufacturing for the Imperial Guard and Navy. By the time it translates, it will be far too late to stop it, the only chance will be to dare a risky warp-docking. This will require the navigator to perform the most difficult act of navigation in their career, negotiating the wake of the Haephastia. The ship will be suffering, requiring the agents of the mechanicum to sooth the tortured vessel. The captain must hold the crew's morale during this most dangerous of actions, and all hands will need to work as hard as they ever have to hold the ship and her people together long enough for this to work.

    Objective 3: Kill her.
    Themes: Military, Criminal
     
    The geller fields merged, your vessel has docked on one of the thousands of towers dotting the surface of the moon-weapon. All that is now required of you is to explore the heart of the machine, fighting off the heretical thinking machines that patrol and defend it, find its reactor core heart, set it to explode, run back to the ship and fly away with an explosion happening behind you that you won't look at. If a cargo hold worth of xenos trinkets happen to make their way aboard, destined for the black market...  
  11. Like
    professor_kylan got a reaction from Vandegraffe in Ever want to fly a planet   
    Let's look at this in a slightly different way.A moon flying around with engines on it is undoubtedly badass. How abotu this as an endeavour?

    The Amaranthine Engine
    Minor endeavour
    +3 PF
     
    The Inquisition has recently lead a war of extermination against the Amaranthine syndicate, a crime organisation made up of multiple xenos species. The war was a simple and fast one, but as the last amaranthine stronghold was destroyed, their leader activated their last doomsday weapon - one of their homeworld's moons. Designated Haephastia by the Ordo Xenos, the moon has been fitted with Fra'al gravitic drives, layers of tectonically reinforcing void shields, and automated defences. The warp shock of the Haephastia entering the immaterium created a storm that has left the inquisitiorial forces stranded, but the ranking inquisitor on site, Inquisitor Marios Fel, has managed to get a message out to all free captains, warning them of the rogue moon, offering a hefty reward for destroying it.

    Objective 1: Locate the Haephastia
    Themes: Exploration
     
    Finding the rogue moon may be the hardest challenge of all. As it travels through the warp, it leaves a storm behind it that can be tracked by skilled navigators. The disturbances as it flies near systems can be felt by all, leading to nightmares and riots on inhabited worlds which could also used to chart a path.

    Objective 2: Boarding the Beast
    Themes: None

    To the horror of all imperial subjects, the Haephastia is on a direct course to collide with [insert name of favoured local Hive world here], an event that would easily kill twenty billion loyal members of the imperium and cripple manufacturing for the Imperial Guard and Navy. By the time it translates, it will be far too late to stop it, the only chance will be to dare a risky warp-docking. This will require the navigator to perform the most difficult act of navigation in their career, negotiating the wake of the Haephastia. The ship will be suffering, requiring the agents of the mechanicum to sooth the tortured vessel. The captain must hold the crew's morale during this most dangerous of actions, and all hands will need to work as hard as they ever have to hold the ship and her people together long enough for this to work.

    Objective 3: Kill her.
    Themes: Military, Criminal
     
    The geller fields merged, your vessel has docked on one of the thousands of towers dotting the surface of the moon-weapon. All that is now required of you is to explore the heart of the machine, fighting off the heretical thinking machines that patrol and defend it, find its reactor core heart, set it to explode, run back to the ship and fly away with an explosion happening behind you that you won't look at. If a cargo hold worth of xenos trinkets happen to make their way aboard, destined for the black market...  
  12. Like
    professor_kylan got a reaction from Kshatriya in Duel between Space Marines   
    I'd run it as a skill challenge/opposed roll capping out at a certain number of successes required, but I'd run it like this:

    Both players describe their actions and gain a bonus for epic stuff (you know the sort). Just a plus ten or so.
    Both players then make their rolls, but can roll weapon skill, ballistic skill, or any Skill that is appropriate to the description. i.e. Rolling Scrutinise to judge what they're about to do next. Bluff to mislead before a daring attack. Hell, even Scholastic Lore [Codex Astartes] to remember the best form to face off against a single opponent in melee combat.

    The Important thing though, is that you can't use the same roll twice in the duel. If you no longer have a trained  skill or characteristic left that you can roll, you lose. Your opponents wider range of training has bested you this day.

    Could be a fun way to make people roleplay a duel
  13. Like
    professor_kylan got a reaction from Nameless2all in 40k Unified RPG   
    I've been working for some time on a unified RPG for the 40k universe, stealing aspects I liked from each of the core FFG systems and hammering them together into something similar, but a little stranger. The idea was to be able to give players a certain amount of XP and they could make practically anything in the worldframe they wanted, with some vestige of balance thrown in for good measure.
     
    I've been playtesting this with my group for a while, with Dark Heresy, Rogue Trader and Astartes characters all making appearances, and I'm now looking for outside opinions. Right now it's still a little rough and ready, but I feel it's complete enough to get a general feel for the concepts involved. 
     
    If you have any thoughts, I'd love to hear them. Thanks for your time!
     
    https://drive.google.com/file/d/0ByhgPzi5giNyUWFDWENtdzZPdmM/edit?usp=sharing
     
  14. Like
    professor_kylan got a reaction from Sebastian Yorke in Ever want to fly a planet   
    Let's look at this in a slightly different way.A moon flying around with engines on it is undoubtedly badass. How abotu this as an endeavour?

    The Amaranthine Engine
    Minor endeavour
    +3 PF
     
    The Inquisition has recently lead a war of extermination against the Amaranthine syndicate, a crime organisation made up of multiple xenos species. The war was a simple and fast one, but as the last amaranthine stronghold was destroyed, their leader activated their last doomsday weapon - one of their homeworld's moons. Designated Haephastia by the Ordo Xenos, the moon has been fitted with Fra'al gravitic drives, layers of tectonically reinforcing void shields, and automated defences. The warp shock of the Haephastia entering the immaterium created a storm that has left the inquisitiorial forces stranded, but the ranking inquisitor on site, Inquisitor Marios Fel, has managed to get a message out to all free captains, warning them of the rogue moon, offering a hefty reward for destroying it.

    Objective 1: Locate the Haephastia
    Themes: Exploration
     
    Finding the rogue moon may be the hardest challenge of all. As it travels through the warp, it leaves a storm behind it that can be tracked by skilled navigators. The disturbances as it flies near systems can be felt by all, leading to nightmares and riots on inhabited worlds which could also used to chart a path.

    Objective 2: Boarding the Beast
    Themes: None

    To the horror of all imperial subjects, the Haephastia is on a direct course to collide with [insert name of favoured local Hive world here], an event that would easily kill twenty billion loyal members of the imperium and cripple manufacturing for the Imperial Guard and Navy. By the time it translates, it will be far too late to stop it, the only chance will be to dare a risky warp-docking. This will require the navigator to perform the most difficult act of navigation in their career, negotiating the wake of the Haephastia. The ship will be suffering, requiring the agents of the mechanicum to sooth the tortured vessel. The captain must hold the crew's morale during this most dangerous of actions, and all hands will need to work as hard as they ever have to hold the ship and her people together long enough for this to work.

    Objective 3: Kill her.
    Themes: Military, Criminal
     
    The geller fields merged, your vessel has docked on one of the thousands of towers dotting the surface of the moon-weapon. All that is now required of you is to explore the heart of the machine, fighting off the heretical thinking machines that patrol and defend it, find its reactor core heart, set it to explode, run back to the ship and fly away with an explosion happening behind you that you won't look at. If a cargo hold worth of xenos trinkets happen to make their way aboard, destined for the black market...  
  15. Like
    professor_kylan got a reaction from BigH in Armour backstory   
    After rolling Mk.IV armour for my BA Apothecary, I decided to write up the armours history to get more of a feel for it.
    ===
     
    The Sagittarii Plate is the ninth of a set of Mk. IV Battle Plate commissioned at the outset of the Great Crusade by the Seraph-captain Javaniel of the Blood Angels XII Company. These suits were designed for the Javaniel’s Sanguinaries and collectively known as the Celestii, each one named for one of the signs of Old Earth.
    Javaniel and his Sanguinaries survived through the Horus Heresy, machinations of the Warmaster ensuring that the XII company was not present at the Siege of Terra, and went on to distinguish themselves in the aftermath, successfully hunting down many bands of traitors as they fled to the Eye.
    Even after surviving some of the fierecest battles of the Heresy, the Sanguinaries were not immortal. As each one fell, Seraph-captain Javaniel ordered their helms be resculpted into death masks to commemerate the warriors that had stood by him for so long.
    As the XII company was folded back into the newly formed Blood Angels Chapter, the armour of the Sanguinaries was slowly shifted around from company to company, largely in order to simply ensure there were enough suits of battle plate to equip every marine until Mars and other Forge Worlds were back up to their former rates of production.
    Currently, four of the Celestii are still functional and in use within the Blood Angels. The Cancii and Aquiarios suits are the hereditary suits of plate worn by the Heralds of the III company. The Leos plate is worn by Brother Sergeant Lorenzo di Amico of the V company. The Sagitarii plate is worn by Brother Sergeant Giovanni di Bellamine of the VIII company. The remaining eight suits have either been lost or destroyed. Two suits – the Tauros plate worn by Brother-sergeant Rathas di Lemure and the Capricorii plate worn by Brother-captain Methusael, the Angel of Falling Skies – were both lost within the Jericho sector when those notables were serving in the Deathwatch. The Virgae plate was destroyed by the overloading plasma reactor of the Archenemy war machine, the Atrocity Engine, in early M37. Records suggest the bearers of the Geminus and Ares plates were lost to the Black Rage mid way through the Sergenian Campaign when the V company were trapped for eight years on the Space Hulk Fall of Babylon after it reentered the warp unexpectedly. Of the remaining Celestii, records are vague.
    The Sagitarii plate is the least intact of the four remaining suits under the auspice of the Blood Angels. While the suit is still in working order, many of the systems of the Machine Spirit are at dangerously low capacity, to the point that the Tech-marines of Baal have disabled nearly all of the system damaged warning runes within the helm in order to attempt to sooth the weakened en-djinn. Three installed archaeotech systems – the Eye of Antilochus, the Lazarine Sigil, and the Soul of Japeth – are damaged beyond repair. It is hoped that if the missing plate can be found, even if not intact, these systems could be in complete enough order to be salvaged. Much repair work using inferior armour has been undertaken, just to keep the Sagittarii plate functional. The most notable of these modification was replacing the original chest plate with a chestplate from a suit of Mk 7 Aquilla armour, after the original chestplate was destroyed beyond repair by no less than three direct hits from an Eldar heavy plasma weapon in the Saros engagement of 218.M39.
    The machine spirit of the Sagittarii plate is an ancient and powerful spirit, even in its weakened state. It was crafted to best compliment the ninth Sanguinarii, a sanguine individual even for a Blood Angel. The spirit is quick to anger and often urges its bearer into rash actions. More than once, the bearer of the Sagittatii plate has reported a feeling that the ninth Saguinarii was guiding his hands in battle. Disturbingly, each bearer of the Sagittarii plate who reported these visions succumbed to the Black Rage soon afterwards. The Sanguinary Priests have suggested this is likely due to the fact that the ninth Sanguinarii often stood in the presence of the Lord of Hosts himself, and something of that proximity can spark the catastrophic memories of Sanguinius that leads to the Red Thirst.
  16. Like
    professor_kylan got a reaction from CaptainRemiVandigrath in Ever want to fly a planet   
    Let's look at this in a slightly different way.A moon flying around with engines on it is undoubtedly badass. How abotu this as an endeavour?

    The Amaranthine Engine
    Minor endeavour
    +3 PF
     
    The Inquisition has recently lead a war of extermination against the Amaranthine syndicate, a crime organisation made up of multiple xenos species. The war was a simple and fast one, but as the last amaranthine stronghold was destroyed, their leader activated their last doomsday weapon - one of their homeworld's moons. Designated Haephastia by the Ordo Xenos, the moon has been fitted with Fra'al gravitic drives, layers of tectonically reinforcing void shields, and automated defences. The warp shock of the Haephastia entering the immaterium created a storm that has left the inquisitiorial forces stranded, but the ranking inquisitor on site, Inquisitor Marios Fel, has managed to get a message out to all free captains, warning them of the rogue moon, offering a hefty reward for destroying it.

    Objective 1: Locate the Haephastia
    Themes: Exploration
     
    Finding the rogue moon may be the hardest challenge of all. As it travels through the warp, it leaves a storm behind it that can be tracked by skilled navigators. The disturbances as it flies near systems can be felt by all, leading to nightmares and riots on inhabited worlds which could also used to chart a path.

    Objective 2: Boarding the Beast
    Themes: None

    To the horror of all imperial subjects, the Haephastia is on a direct course to collide with [insert name of favoured local Hive world here], an event that would easily kill twenty billion loyal members of the imperium and cripple manufacturing for the Imperial Guard and Navy. By the time it translates, it will be far too late to stop it, the only chance will be to dare a risky warp-docking. This will require the navigator to perform the most difficult act of navigation in their career, negotiating the wake of the Haephastia. The ship will be suffering, requiring the agents of the mechanicum to sooth the tortured vessel. The captain must hold the crew's morale during this most dangerous of actions, and all hands will need to work as hard as they ever have to hold the ship and her people together long enough for this to work.

    Objective 3: Kill her.
    Themes: Military, Criminal
     
    The geller fields merged, your vessel has docked on one of the thousands of towers dotting the surface of the moon-weapon. All that is now required of you is to explore the heart of the machine, fighting off the heretical thinking machines that patrol and defend it, find its reactor core heart, set it to explode, run back to the ship and fly away with an explosion happening behind you that you won't look at. If a cargo hold worth of xenos trinkets happen to make their way aboard, destined for the black market...  
  17. Like
    professor_kylan got a reaction from Avdnm in Duel between Space Marines   
    I'd run it as a skill challenge/opposed roll capping out at a certain number of successes required, but I'd run it like this:

    Both players describe their actions and gain a bonus for epic stuff (you know the sort). Just a plus ten or so.
    Both players then make their rolls, but can roll weapon skill, ballistic skill, or any Skill that is appropriate to the description. i.e. Rolling Scrutinise to judge what they're about to do next. Bluff to mislead before a daring attack. Hell, even Scholastic Lore [Codex Astartes] to remember the best form to face off against a single opponent in melee combat.

    The Important thing though, is that you can't use the same roll twice in the duel. If you no longer have a trained  skill or characteristic left that you can roll, you lose. Your opponents wider range of training has bested you this day.

    Could be a fun way to make people roleplay a duel
  18. Like
    professor_kylan got a reaction from Lynata in New GM and Roleplaying in the 41st Millennium - Help Please!   
    Let me start with a mandatory link to my combined house rules http://community.fantasyflightgames.com/index.php?/topic/94048-40k-unified-rpg/#entry915872 because it sounds like it could help with not having to choose a system

    Moving on though, can I recommend something a little different? Head off the reservation. Rather than a traditional Dark heresy game, why not start with something like an Underhive game, or an Arbites squad. If your strength as a GM is your love for the universe, share that with the group. If you can share your enthusiasm to the group, they'll all want to explore the universe with you and THAT is where you've got a common link with your players.
  19. Like
    professor_kylan got a reaction from Darth Smeg in Above and beyond, without Ascension   
    *coughcough http://community.fantasyflightgames.com/index.php?/topic/94048-40k-unified-rpg/ coughcough*
     
    I've thrown an open ended system together for DH/RT/DW that should go on for as long as a game needs. (The fact that I'm looking for groups to test it to find any weaknesses is just a coincidence, honest )
  20. Like
    professor_kylan got a reaction from DJSunhammer in 40k Unified RPG project   
    For those interested - this is the first run of the Space Puppies rules that I'll be adding in. Still need to double check some of the balances and run it past the Space Wolf fluff monkies I know. If any of you are Space Wolf fluff monkies and have issues/comments/praise to throw at me, let me know.
     
    Birthright Son of Fire: Those born to a Fenris summer are skilled sailors and strong in the arm. They are a rowdy lot, moving and raiding from place to place as their whims take them. Sons of Fire gain the Survival or Operate [Primitive] skill. THey gain +5 Strength or Perception, but suffer -5 Intelligence or Fellowship.   Son of Ice: The Fenrisian winters are a time of community amongst the jarls of Fenris. The longhalls are alive with cheer, fire and mead as a stark contrast to the bleak ice outside. The greatests Skalds are born to the deepest winters, and even the Fire-born use this time to sing, drink and boast. Sons of Ice gain the Survival or Trade [Orator] skill. They gain +5 Perception or Fellowship, but suffer -5 Ballistic Skill or Willpower.   Son of Changing Skies: The time between light and dark, between fire and ice, this is a time of power according to the wolf priests and the rune casters. Children born when a season changes are spoken of in hushed whispers by their peers as otherworldly. The rune casters examine them for power, and rarely find them wanting. Sons of Changing Skies gain the Psyniscience or Trade [Rune casting] skill. They gain +5 Perception or Willpower but suffer -5 Weapon Skill or Fellowship.   Genolegacy Wulfen-born: +5 Weapon Skill and +5 Perception Skald-blood: +5 Perception and +5 Fellowship Lone Wolf: +5 Toughness and +5 Perception   Motivation Saga of the Kraken Slayer Saga of the Bear Saga of the Death Wolf   Badges   Saga of the Wulfen Slae Requirements: Athletics, Common Lore [space Wolves], Dodge, Speak Language [Chapter Runes] and Stealth trained. Pistol Weapon Training [bolt] learned.  Must have hunted and killed a Fenrisian wolf. Benefits: Signature Wargear [bolt Pistol], [Combat Knife] and [Astartes Power Armour] gained. Implant XX trait received. Must make a Malignancy test as if the character had reached 30 corruption. On a failed test, gain a malignancy. This malignancy must be thematically appropriate to the Canis Helix and does not count as a mutation or malignancy for the purpose of psychic powers or further corruption gain.   Saga of the Blood Claw Requirements: Saga of the Wulfen Slae. Common Lore [War] and [Adeptus Astartes] trained. Killing Strike, Melee Weapon Training [Chain], Unarmed Master. Benefits: Signature Wargear [Chainsword] [3x Frag Grenades]   Saga of the Red Snow Requirements: Saga of the Blood Claw. Scholastic Lore [Legends]. Basic Weapon Training [bolt]. Heavy Weapon Training [bolt or Launcher] Benefits: Signature Wargear [boltgun] [3x Krak grenades]   Saga of the Grey Hunter Requirements: Any Three Space Wolf badges. Scholastic Lore [book of Russ]. Adopted into a Great Company. Benefits: Astartes Weapon Training
  21. Like
    professor_kylan got a reaction from Erathia in New xenos vessel- the Xenarch Strigoi-class Raider   
    I've been throwing these at my group recently and thought that people here might like to have a play. Some of you might recognise them from the Voidship project, but it looks like that has collapsed, sadly. So here's a repost! GO TEAM!
    =====
     
    CLASS: Strigoi
    Hull TYPE: Raider
    ORIGIN: Xenos (Xenarch)
     
    Dimensions: 1.6 km long, 2 km abeam at drive claws
    Mass: 4 megatonnes approx
    Crew: 8,000 Crew
    Accel: 4.5 gravities max sustainable acceleration
    Very little is known of the shadowy Xenarch of the northern rim, and less is known of their voidfaring vessels. The standard Xenarch frigate, dubbed the Strigoi by the Ordo Xenos, appears fragile, almost skeletal, when viewed from afar. As many Rogue Traders and Navy captains have found to their dismay, the fragility of the ship is more than made up for by the energised reactive armour and powerful energy weapons the Xenarch often employ.Xenarch vessels are heavily automated with arcane techno-sorceries barely understood but highly coveted by the Adeptus Mechanicus. This has led to a significantly smaller crew than would usually be found on a vessel this size. Imperial Vessels that have managed to close enough to Xenarch ships as to launch boarding actions have decribed horrors sich as elecrified interior hull plating, chambers that use a short range teleport to shunt intruders into the void and strange floating apparitions formed from lightning that seem immune to weapons fire but whose touch only brings death. Worse still, when the counterattack ensues, these strange traits can be used to attack boarding vessels. Those few crews that have boarded Xenarch vessels and survived to tell the tale all say the same thing - Xenarch ships are cursed things, piloted by the damned.
    Even known the Strigoi mounts a crew easily a third of the size of its nearest Imperial counterpart, it doesn't seem to suffer for this discrepency. Most mysteriously, this crew number given is only conjecture based off the efficiency of the Xenarch Life Sustainer systems. Of the Xenos-breed themselves, no corpse or living specimen has ever been recovered from a huked vessel."
    Speed: 8
    Manoeuvrability: +20
    Detection: +14
    Hull Integrity: 28
    Armour: 17
    Turret Rating: 2
    Space: 30
    SP: n/a
    Weapon Capacity: 1 Keel, 1 Aft
    TRAITS:
    Overpowered Drive: All Xenarch Vessels come pre-installed with an Energistic Conversion Matrix of a xenotech rather than Archeotech design. The vessels space has been modified to reflect this, but 1 power must be provided to power this component.
    Alien Anatomy: The Aft firing arc is a 180 degree arc directly to the rear of the vessel.
    Bounty: The Adeptus Mechanicus have long coveted the potent energy storage technology of the Xenarch. Capturing a Xenarch vessel with its Rift Drive or ArcDrive intact grants +50 achievement points.
    -----
    Typical Strigoi-class Frigate
    The Stuhac
    This vessel has veen the bane of naval officers across the Fennec expanse for more than fifty years. In a previous engagement one of the four drive claws that propel it forwards was damaged, and that distinctive scarring has been known to cause many a bridge officer to go pale upon sight. To date, it has claimed the lives of over 100,000 naval crew with the destruction of the Cobra -class destroyers "His Will" and "The Judgement of Antilochus" as well as five transport vessels of various classes. Several times the Stuhac has been cornered by Naval vessels, but none have been capable of keeping her in combat long enough to deal the death stroke.
    Essential Components:
    Xenarch Arc Drive, Xenarch Rift Drive, Single Shield Array, Combat Bridge, Xenarch Life sustainer (As Vitae-pattern), Clan-kin Quarters, Xenarch Augers (as Deep Void  auger array)
    Supplemental Components: Energistic Conversion Matrix, Augmented Retrothrusters, Empyrean Mantle, Aux. Plasma Banks
    Weapons: 1 Keel Lightning Array, 1 Aft Lightning Array
    TRAITS:
    Alien Anatomy: The Aft firing arc is a 180 degree arc directly to the rear of the vessel.
    Bounty: The Adeptus Mechanicus have long coveted the potent energy storage technology of the Xenarch. Capturing a Xenarch vessel with its Rift Drive or ArcDrive intact grants +50 achievement points.
    -----
    NEW COMPONENTS:
    Xenarch Arc Drive
    The Arc Drive utilised by the Xenarch takes the form of a large set of claws at the front of the vessel. The potent ionised radiation emmited by the Arc Drive flows back over the hull, dispersing incoming energy weapon fire and adding to the potency of the Xenarch vessels already powerful armour. Some Rogue Traders have installed this powerful xeno-artifact on their vessels, only to realise that the trade off for such potency is the inability to hide it from anyone looking at their vessel.
    While the drive is powered and undamaged, the vessels armour is increased by 2. Due to the physical structure of the drive, no background complications or component can hide the Arc Drive from an active augery.
    Power Generated: 50
    Space: 0
    Xenarch Rift Drive
    Unlike the more refined Warp Drives used by the Imperium, the Xenarch Rift drive appears to create a tunnel through the warp, similar to that created by a Teleportarium. This is a remarkably fast way to travel, but is limited to Warp Jumps of no more than a few light years at a time.
    Power: 10
    Space: 8
    Xenarch Lightning Array (Macrocannon)
    Ships that stray too close to a Xenarch vessel find themselves wreathed in deadly red lightning that crackles over their hull, shorting out electrical systems and slays machine spirits.
    Any critical hit scored by a Lightning Cannon that damages a component causes it to become unpowered as well.
    Power: 3
    Space: 3
    Strength: 4
    Damage: 1d10+3
    Critical: 4
    Range: 6
    Xenarch Death Ray (Lance)
    The raw power of Xenarch energy storage is best demonstrated in their Death Ray, a beam of corcurating red energy capable of burning through the thickest armour. Unlike Imperial lances, this energy beam can be kept active for minutes at a time, easily bisecting the most resilient enemy vessel.
    Power: 5
    Space: 4
    Strength: 2
    Damage: 1d10+1
    Critical: 3
    Range: 7
  22. Like
    professor_kylan got a reaction from pearldrum1 in 40k Unified RPG project   
    Because Space Wolves are going to be a fairly special case and I haven't got any amongst my group, I've been lazy and left them out for now. Needless to say, their unique organisational structure will mean they'll get a different badge layout to begin with.
  23. Like
    professor_kylan got a reaction from Simsum in 40k Unified RPG   
    I've been working for some time on a unified RPG for the 40k universe, stealing aspects I liked from each of the core FFG systems and hammering them together into something similar, but a little stranger. The idea was to be able to give players a certain amount of XP and they could make practically anything in the worldframe they wanted, with some vestige of balance thrown in for good measure.
     
    I've been playtesting this with my group for a while, with Dark Heresy, Rogue Trader and Astartes characters all making appearances, and I'm now looking for outside opinions. Right now it's still a little rough and ready, but I feel it's complete enough to get a general feel for the concepts involved. 
     
    If you have any thoughts, I'd love to hear them. Thanks for your time!
     
    https://drive.google.com/file/d/0ByhgPzi5giNyUWFDWENtdzZPdmM/edit?usp=sharing
     
  24. Like
    professor_kylan got a reaction from Myrion in Finding the lost Primarch's Chapter   
    The game I'm running deals with the notion of the Lost Primarchs, but the biggest hurdle I had to overcome was the notion of 'Deleted from Imperial Records', when even Horus is still recorded. The ONLY concept I could think of, the only crime great enough to warrant such treatment, even above and beyond the absolute betrayal of humanity was this:
     
    They were failures. The Emperor made mistakes in creating them.
     
    So I'm running with the notion that all Primarchs were created for a purpose. Lion El'Jonson was a tactical leader bar none. Horus was the perfect Diplomat. Sanguinius brought hope. Dorn could hold any defense. In the II and XI Primarchs, their purposes failed.
    The II primarch was created without a soul. He wasn't an untouchable, wasn't a pariah. He was a shell. Should one of the other primarchs be destroyed, the Emperor could capture the psychic deathcry (according to Horus Heresy canon, the death of Ferrus Manus [spoiler warning?] let out a massive psychic shockwave) and place it within the status bound toddler and regrow the Primarch. The II Legion were also locked in Status, to replace whatever Legion may have been lost. Malcador destroyed the records of this Primarch, to ensure that no one ever learnt that the Emperor thought his greatest creations might fail. During the Heresy, for some reason the location of the Stasis bound Primarch was lost (which happens to be the main plot for my game, so I think I'll end there incase any players stumble across this post!)
    The XI Primarch, and legion, were modified to include the Navigator gene. Imagine the mental fortitude and biological perfection of the astartes, coupled with the ability to perceive the warp. No human-analogue Navigator would have been able to come close to their accuracy and perception. Unfortunantly, the Navigator gene is highly unstable, and its inclusion within the genetic template of the Primarch and Leion caused them to… go bad. The genetic abnormalities made the Flesh Change of the Thousand Sons   negligable by comparison. The Thousand Sons were able to come back from this malady, but the XI were too far gone - the Wolves of Fenris were sent to destroy them all. (This plot line was inspired by tales of the Astartes Novus who were an experimental breed of astartes that went 'bad' who had a spherical organ in their brains that was somehow related to the warp. Easy jump of logic time go!)
  25. Like
    professor_kylan got a reaction from pearldrum1 in Armour backstory   
    After rolling Mk.IV armour for my BA Apothecary, I decided to write up the armours history to get more of a feel for it.
    ===
     
    The Sagittarii Plate is the ninth of a set of Mk. IV Battle Plate commissioned at the outset of the Great Crusade by the Seraph-captain Javaniel of the Blood Angels XII Company. These suits were designed for the Javaniel’s Sanguinaries and collectively known as the Celestii, each one named for one of the signs of Old Earth.
    Javaniel and his Sanguinaries survived through the Horus Heresy, machinations of the Warmaster ensuring that the XII company was not present at the Siege of Terra, and went on to distinguish themselves in the aftermath, successfully hunting down many bands of traitors as they fled to the Eye.
    Even after surviving some of the fierecest battles of the Heresy, the Sanguinaries were not immortal. As each one fell, Seraph-captain Javaniel ordered their helms be resculpted into death masks to commemerate the warriors that had stood by him for so long.
    As the XII company was folded back into the newly formed Blood Angels Chapter, the armour of the Sanguinaries was slowly shifted around from company to company, largely in order to simply ensure there were enough suits of battle plate to equip every marine until Mars and other Forge Worlds were back up to their former rates of production.
    Currently, four of the Celestii are still functional and in use within the Blood Angels. The Cancii and Aquiarios suits are the hereditary suits of plate worn by the Heralds of the III company. The Leos plate is worn by Brother Sergeant Lorenzo di Amico of the V company. The Sagitarii plate is worn by Brother Sergeant Giovanni di Bellamine of the VIII company. The remaining eight suits have either been lost or destroyed. Two suits – the Tauros plate worn by Brother-sergeant Rathas di Lemure and the Capricorii plate worn by Brother-captain Methusael, the Angel of Falling Skies – were both lost within the Jericho sector when those notables were serving in the Deathwatch. The Virgae plate was destroyed by the overloading plasma reactor of the Archenemy war machine, the Atrocity Engine, in early M37. Records suggest the bearers of the Geminus and Ares plates were lost to the Black Rage mid way through the Sergenian Campaign when the V company were trapped for eight years on the Space Hulk Fall of Babylon after it reentered the warp unexpectedly. Of the remaining Celestii, records are vague.
    The Sagitarii plate is the least intact of the four remaining suits under the auspice of the Blood Angels. While the suit is still in working order, many of the systems of the Machine Spirit are at dangerously low capacity, to the point that the Tech-marines of Baal have disabled nearly all of the system damaged warning runes within the helm in order to attempt to sooth the weakened en-djinn. Three installed archaeotech systems – the Eye of Antilochus, the Lazarine Sigil, and the Soul of Japeth – are damaged beyond repair. It is hoped that if the missing plate can be found, even if not intact, these systems could be in complete enough order to be salvaged. Much repair work using inferior armour has been undertaken, just to keep the Sagittarii plate functional. The most notable of these modification was replacing the original chest plate with a chestplate from a suit of Mk 7 Aquilla armour, after the original chestplate was destroyed beyond repair by no less than three direct hits from an Eldar heavy plasma weapon in the Saros engagement of 218.M39.
    The machine spirit of the Sagittarii plate is an ancient and powerful spirit, even in its weakened state. It was crafted to best compliment the ninth Sanguinarii, a sanguine individual even for a Blood Angel. The spirit is quick to anger and often urges its bearer into rash actions. More than once, the bearer of the Sagittatii plate has reported a feeling that the ninth Saguinarii was guiding his hands in battle. Disturbingly, each bearer of the Sagittarii plate who reported these visions succumbed to the Black Rage soon afterwards. The Sanguinary Priests have suggested this is likely due to the fact that the ninth Sanguinarii often stood in the presence of the Lord of Hosts himself, and something of that proximity can spark the catastrophic memories of Sanguinius that leads to the Red Thirst.
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