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Javlynn

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  1. It's kinda obvious they went with "what the feels right". Some hulls are a steal for the points you pay, some are fairly balanced, and others like the Conquest Star-galleon are in need of a little house ruling. For an average group of gamers who choose their ship by what sounds cool it works and works fine, but once you have someone start nit-picking some things get annoying.
  2. Actually Fabian I agree with you, they would have no place in the 40k universe and they would know it. They would have advantages and disadvantages from both blood lines and be welcome in neither. A half breed would literally be an outcast everywhere except on the fringes of society. In the Imperium the only place they might be made welcome would be with the mutants, abhumans, Rogue Traders, or an Inquisitor of a more radical bent. An Eldar-Human half breed should not ever be normal in 40k. That said I do think they should exist but more for the reaction of the Humans and Eldar. There is exactly one player I can think of that I would allow to play a half-Eldar character, and that is because he is a really good role-player and would understand the problems such a character would face.
  3. I tend to lean toward light / concealed armor and camoline thus I really like the extra protection. That said there will always be a minmaxer who wants cybernetics, power armor, camoline, force fields, and other stuff to make them nigh unkillable. Though unkillable is a relative term in the 40k rpg settings.
  4. Well after a search of Lexicanum I found that there is apparently one currently cannon Half-Eldar, Kaarja Salombar from the Black Library book "The chapters Due". Let the /tg nerd rage and whining commence. And you get to blame GW and BL for this.
  5. As I recall there are a few cross breeds, but in 40k those are normally created due to accidents with the warp. In 40k so far Eldar and Humans are unique in the ability to interbreed naturally. That ability is an entire other kettle of fish and probably linked to the Old Ones who were responsible for both Human and Eldar existence along with many others.
  6. Last night a Muse jumped on my head and beat this idea into it. The Thermopylae is slowww, but has a nasty bite. Thermopylae "Heavy" Crusier Dimensions: 5 km long, 0.9 abeam at fins approx. Crew: 95000 crew approx. Originally built in the small Dyson subsector during M36 the Thermopylae-class was a stop-gap cruiser inteded to stem a flow of renewed Chaos attacks. The Dyson subsector had been cut off from the rest of the Imperium by a warp storm and the fleet elements in the area were not able to stem the attacks. The Chaos forces would blockade a system and take their time stripping the worlds within. To counter this the Mechanicus and Naval leaders decided the Navy needed a vessel capable of breaking a siege or standing up to one. Power from the engines was redirected to the weapon systems allowing the batteries and lances mounted on the ship to have a greater throw weight. Extra armor was then added on to make it capable of surviving in such intense fire fights. The redesign of the weapon power systems forced the designers to move the prow weapon systems to a dorsal mount. At the time this was not considered a problem but the changes to Naval tactics have made many Navy officers consider the class obsolete. Made in M36 the end result was a vessel with the look of the older Naval style mated to modern Imperial broadsides. Speed: 4 Maneuverability: +10 Detection: +10 Hull Integrity: 70 Armour: 22 Turret Rating: 3 Space: 75 SP: 65 Weapon Capacity: 1 Dorsal, 2 Port, 2 Starboard Slow and Stead: The Thermopylae-class was built to be a defensive warship and exchanged speed for a stout hull. The Flank Speed extended action is a Hard (-20) Tech-use Test for this class and all tests involving a Stern Chase suffer a -5 penalty. Rigged for War: The power from the Thermopylae-class's engines was redirected to the weapon systems for better sluging matches with the enemies of the Imperium. All Batteries and Lances installed on Thermopylae-class vessels add +1 to their listed Strength. In addition if an Archaeotech engine is installed the efficancy of such ancient Tech adds an additional +1 Damage. Let me know what you think.
  7. Sorry I have been away so long, the Muses left me for a while. Next time I'll use duck tape on 'em . I have cut the manoeuvrability down to 12, trimmed out one point of armor, and lowered the speed cap in Rigged for Speed to 5. Since I am not going to drop the SP cost I'll consider this the final version. Oh and Bandersnatch you might like the next ship I have come up with. Strife Class Fast Cruiser Dimensions: 4.4 km long, 0.7 abeam at fins approx. Crew: 70000 crew approx. Accel: 4.4 gravities max sustainable acceleration First commissioned by the Emperor himself to pave the way for the coming of the Imperium, the Strife class ships are ancient relicts from the founding of the Great Crusade. Strife class ships were intended to herald the Imperium across the galaxy, and in this role it excelled. The ships of this class flew out into the depths of space using ancient maps of pre-fall human civilization to worlds that had been centers of human society. In this of many ways the Pax Imperialis was spread to the far corners of the galaxy. The galaxy though is a harsh place and most of these vessels never returned from their mission. Those few that remained were found to be under-armored and under-gunned compaired to the ships of the expedition fleets, though only the Slaughter-class combined with the famed Scartix Coil matched their speed. Production soon stopped on the class and it joined the annals of history. No ships of this proud class are believed to have survived to current times. Although rumors abound that one still flys through the deep black bringing the words of the God Emperor to long lost worlds, much to the chagrin of the Inquisition and the Ecclesiarchy. Still, lost and forgotten hulls from mankinds past are found adrift, crashed, or worse and rebuilt to serve again. In such a way a few of this noble class brave the stars once more. Speed: 9 Manoeuvrability: +12 Detection: +15 Hull Integrity: 64 Armour: 16 Turret Rating: 2 Space: 60 SP: 70 Weapon Capacity: 1 Prow, 1 Port, 1 Starboard, 1 Dorsal, 1 Keel (Of these the keel slot comes pre-equipped with a component) Carrier: The Strife-class cruiser comes pre-equipped with one Keel Jovian-pattern Landing Bay component. The hull's space has already been reduced to account for this; however, when the ship is constructed it must be able to provide one Power to the Landing Bay component. This bay was originally for transporting emissaries of the flegling Imperium and their supplies to the surface rediscovered worlds, most Rogue Traders have other uses for it though. Cargo Hauler: Unlike most cruisers the forward portion of the hull in Strife-class ships was used to transport equipment to build bases and outposts for the early Imperium. Strife-cass ships come pre-equipped with one Main Cargo Hold component. The hull's space has already been reduced to account for this; however, when the ship is constructed it must be able to provide two Power for this component. Lost to Antiquity: This class is long lost to the tides of history, it's design lost in the chaos of the Horus Heresy. This vessel cannot be purchased ingame, in such an instance it should be the focus of a greater endeavor or more. If aquired at the begining of the game this ship comes preequipped with one archeotech component. Rigged for Speed: The Strife-class ships were designed for speed above all else, as such most armor added to the vessel slows it down. Components that add armor reduce that ships speed by one for each four points of total armor added (fore/aft/port/starboard) to a minimum of 5 speed. Armor Plating adds one to each area and Armored Prow adds four armor to the fore of the ship, each of these reduce speed by one. Excess Void Armor adds three to each area and thus reduces speed by 3! These same modifications also make it impossable to mount a Nova Cannon.
  8. Interesting idea, it is a highly agile full cruiser with light armor and cut down internal structure. It falls somewhere between the Ambition cruiser and the Chalice battle cruiser, both from Battlefleet Koronus. Speaking of Chalice class there already is a class of vessel under that name in the Battlefleet Koronus book, I would suggest calling them Silver Chalice or Argent Chalice class considering you're background for the sector. Also, way overcosted compaired to other classes similar to it, I would drop the points and still add a special ability. Since it has light armor and hitpoints I would give it the ability to have Evasive Manoeuvers tests be challenging instead of difficult. This gives it a slight boost to it's defence and adds some additional character to the fleets from your sector, fragile but vicious in a cunning officers hands.
  9. A first edition of the Lex Imperialis could work if I made it so current Imperial laws were contradictory to some of those written by the Emperor. I think I might go with the Codex Imperialis idea though. I want it to be a text that would be considered holy by the Ecclesiarchy because of who wrote it and what it was written about, but that the writings in it are contradictory to current 40K belief. The primary conflict for the players would come from how different organizations in the Imperium view the writtings and what the players do with them. As Redhead222 said, they could sell it though third parties and try and forment unrest in the Imperium to make profit off of. Or they could try handing it over to an Inquisitorial group (and hope they aren't thanked profusely then shot ). Most of the players have played 40K since 3rd edition and tend to be fluff bunnies. Thus they know just how nasty the Imperium tends to be to it's members that know to much about proscribed information, and are a little paranoid about such things.
  10. As I mentioned on the main forum I am writing a campaign (slowly). Originally I had intended for the macguffin to be found in a wreck but as I kept thinking about it I realized how it would be cool to get a unique class of ship out of it (if the players are clever enough). Think of a chaos cruiser with the forward weapons batteries cult in half, what left replaced with cargo space and stripped of a chunk of armor but boosted in speed. That was basically my idea for the Strife-Class, herald of the Imperium. Here is the alpha of the rules, I will post them on the voidship forums as well when it's not 3am here. Strife Class Fast Cruiser Dimensions: 4.4 km long, 0.7 abeam at fins approx. Crew: 70000 crew approx. Accel: 4.4 gravities max sustainable acceleration First commissioned by the Emperor himself to pave the way for the coming of the Imperium, the Strife class ships are ancient relicts from the founding of the Great Crusade. Strife class ships were intended to herald the Imperium across the galaxy, and in this role it excelled. The ships of this class flew out into the depths of space using ancient maps of pre-fall human civilization to worlds that had been centers of human society. In this of many ways the Pax Imperialis was spread to the far corners of the galaxy. The galaxy though is a harsh place and most of these vessels never returned from their mission. Those few that remained were found to be under-armored and under-gunned compaired to the ships of the expedition fleets, though only the Slaughter-class combined with the famed Scartix Coil matched their speed. Production soon stopped on the class and it joined the annals of history. No ships of this proud class are believed to have survived to current times. Although rumors abound that one still flys through the deep black bringing the words of the God Emperor to long lost worlds, much to the chagrin of the Inquisition and the Ecclesiarchy. Still, lost and forgotten hulls from mankinds past are found adrift, crashed, or worse and rebuilt to serve again. In such a way a few of this noble class brave the stars once more. Speed: 9 Manoeuvrability: +18 Detection: +15 Hull Integrity: 64 Armour: 17 Turret Rating: 2 Space: 60 SP: 70 Weapon Capacity: 1 Prow, 1 Port, 1 Starboard, 1 Dorsal, 1 Keel (Of these the keel slot comes pre-equipped with a component) Carrier: The Strife-class cruiser comes pre-equipped with one Keel Jovian-pattern Landing Bay component. The hull's space has already been reduced to account for this; however, when the ship is constructed it must be able to provide one Power to the Landing Bay component. This bay was originally for transporting emissaries of the flegling Imperium and their supplies to the surface rediscovered worlds, most Rogue Traders have other uses for it though. Cargo Hauler: Unlike most cruisers the forward portion of the hull in Strife-class ships was used to transport equipment to build bases and outposts for the early Imperium. Strife-cass ships come pre-equipped with one Main Cargo Hold component. The hull's space has already been reduced to account for this; however, when the ship is constructed it must be able to provide two Power for this component. Lost to Antiquity: This class is long lost to the tides of history, it's design lost in the chaos of the Horus Heresy. This vessel cannot be purchased ingame, in such an instance it should be the focus of a greater endeavor or more. If aquired at the begining of the game this ship comes preequipped with one archeotech component. Rigged for speed: The Strife-class ships were designed for speed above armor, as such most armor added to the vessel slows it down. Components that add armor reduce that ships speed by one for each four points of total armor added (fore/aft/port/starboard) to a minimum of 6 speed. Armor Plating adds one to each area and Armored Prow adds four armor to the fore of the ship, each of these reduce speed by one. Excess Void Armor adds three to each area and thus reduces speed by 3! As I said this is an alpha of the ship, I am thinking of combining Cargo Hauler and Carrier into one ability as a special component. Questions, comments, concerns.
  11. InfinityDoctor said: Dunno about holy - its more likely to end up locked away in the Ecclesiarchy's equivalent of the Vatican Z Collection, like every other piece of evidence that threatens the underpinnings of their faith (and power structure) that they haven't just burned outright. And redhead222 - spoken like a true Rogue Trader! If it was written by Malcador based on the direct teachings of the Emperor then I think they would consider it holy. You are correct though in how they would treat it, and those who know of it, and that is what I needed. The Ecclesiarchy holds that it and it alone has the right to interpret the will of the Emperor. This would be a document written by one of the Emperor's closest advisors staiting the original will and intent of the Emperor. It would be a direct challenge to their authority and they would have to remove it as you said. And thus we have the problem for the players. How do they stay alive and make profit from such a dangerous Imperial secret.
  12. I like the idea of a Codex Imperialis transcribed by Malcador under orders from the Emperor. It's something that could be sent out so worlds found by the Crusade fleets and scout ships could understand the standards that the new Imperium would hold them to, not that all of them would willingly accept of course. It also would be a holy document in the eye's of the Ecclesiarchy, and that is something they would hold as being in their domain and their domain alone. And you know, they are slightly protective of that domain.
  13. No no, the whole point is that it's from before the Emperor was considered a divinity, thus the problems, the great and massive problems, for the players.
  14. My basic idea for the campaign is that they players will find a ship lost at the beginning of the Great Crusade bearing at least part of the Emperor's original declaration of reunification. I assumed it was called "The Pax Imperialis". Was this actually the "Lex Imperia" or something else?
  15. I have been trying to write up a campaign I've been thinking of and have run into a problem. What exactly is the Pax Imperialis? I know it is the laws the Emperor set out when founding the Imperium, but everything I have read suggests that those laws forbid religion and things like the warp (how one forbids the warp is questionable). The Pax Imperialis that the Emperor sent out and what it has become is central to my idea for the campaign. So what is this document that founded so much strife in the Imperium?
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