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AngelOfMercy777

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  1. I GMed a RT game with a xenophilious RT who along with the NPC xexnophile techpriest became a bit infused with some Yu'vanth tech and quickly began sliding down the path of corruption. This caused a lto of drama with the arch militant and redemptionist missionary who were both members of the big I. In the end on Dross inLotE the mssionary was killed and decided to make a Goff warrior, the arch militant decided to ebcome an npc and made a mekboy with a whole lot of dakka and the astropath after being almost mortally wounded made a kroot scout (who used an ork powerklaw). They definetly took the more comical side of things, especially as I had the mekboys grots (largely ammo laoders for his many guns) constantly argueing and adding comedy to party interactions, and the krrot spent a lot of time mimicing people's voices including the orks which almsot led to a firefight. I find that kroot to be the only race where the real alien aspect comes in, while orks are aliens and largely only want to drink and fight they are so understood by players that they are almost human (not far from a feral worlder). Kroot though are simply strange in how they move, how they think, and how they act and that is more diifcult for human characters to deal with than any ork. In addition I had fun playing a posse of kroot in Footfall trying to hire themselves as bodyguards to the RT, speaking a combo of pidgin english nad whistling and chirping while also inserting words that sounded krooty in order to show just how truely alien they were. Them constantly swirivng their heads about and sizing up various members of the party for srength also added to the alieness of them. But yeah xenos in party tend to be entertaining, but more comedic than dramatic, but also that is just kind of the nature of my gorup is comedy. Ultimately, I think kroot make more interesting characters than orks, but largely while xenos are cool I feel like humans and the diversity they embody leads to mroe meaningful player interraction than xenos.
  2. Well first of all I like the idea of doing things in the future, after we finish our current RT game I plan on taking many of the characters and using them as NPC's ina Dark Heresy game 150 years later. As for the timeline of things you have to remember that most people of the RT level of power in 40K live a LONG time, like centuries. Given i don't know anything about your particulair game I can't really totally help, but for for one thing some of the previous characters (if not all of them) don't have to die. They can still be alive and kicking and doing pretty fine (as discussed in another thread the real impact of age doesn't really hit msot rich and pwoerful epoiple until they hit like 3 or 400). As for the state of the Koronus Expanse I would say probably a dozen maybe two dozen worlds throughout mostly Winterscale's Realm and the Foundling Worlds would have been reclaimed by the Imperium proper, but not much more than that. Remember that the Imperial machine is VERy slow and while many worlds may be thriving and trading with eachother or a few trusty rogue traders most of those same rogue traders will probably not be trying to conquer them or bring them into the Imperial fold mainly because it is expensive, time consuming, and in many cases a waste of money. It is far easier to trade with them then try and conquer them, and while technically they are suposed to be reclaiming them for the Imperium most will not or simply fail at it, after all these worlds have surbvived for milennia without Imperial interdiction and so can put up a pretty good fight against anyone. As for the price of heresy, it really depends on how big the dynasty was before Inquisiitorial investigation. If the dynasty was rich, large, and pwoerful they most liekly will be able to use the PC rogue trader as a sacrificial lamb and throw him and his crew to the big I while the rest of the dynasty apologizes profusely, does an in hosue investigation, maybe offers some shiny trinkets or favorable deals with the Ordos Calixis, and continues on its merry way. If the PC rogue trader was the head of the dynasty and the dynasty was small well most likely it will be almost entirely eliminated with maybe a few heirs escaping the purge, but will be a shadow of its former self and most likely will fail in a few centuries. But the rule of thumb is the bigger the organization and the more powerful the weaker the Inquisition becomes in comparison. As for the cult, well your trusty half-demon has the advantage over many demons that he can walk around the material world no problem showing tangible power. Given a little persuasive skills and the right disenfranchized audience and you hav an easy root for a cult on any world, especially the non-Imperial ones in the Expanse. Add to that a particualir aspect, since he is an arch-militant I am assuming a martial bent, and you have a better target audience, pirates, mercenaries, etc. Now you have a very powerful very well trained cult basis (especially with the archmilitant's guidance) ready to carve a pocket empire in the expanse. If you want a good breeding ground that provides a potentially powerful military pressence as well, have him set up shop/take over and unify Antiquity. With their huge pirate fleets unified unde a single demonic baddy they can provide a very real threat to Imperial security in the area and even to Port Wander/Footfall. Hope this was helpful.
  3. My players have completed Zayth in LotE and after siding with Hovik, helping him in his coup, interrogating and mind probing the engineseers and learning the secrets of autoloading macros I came to a question. Why is this so understated in the adventure? The adventure states that Zayth is pretty much the only place that has these guns and not noly that but also knows how to make them, hence the potential trade link they can set up with the planet for them. Of course if they know how to amke them then anyone can learn how to make them once they figure out how (for instance by busting into the Engine Orders). It seems that this is not jsut a cool source of some PF but also something potentially revolutionary to the Imperium. If you can show the Mechanicus how to amke these devies again and they oufit the various millions of Imperial ships with them that changes the Imperium ina big way for the better. So why only like 2 PF? It seems like this is unoverse changing archaeotech of the highest calibre and should guarantee the PC's whole star systems at the least and the eternal gratitude of the AM, the Navy, and the Imperium as a whole. I am not asking this as a way of trying to counter my players, but rather what other GM's thoughts are on how this tech could effect the Imperium and how you ran it in your games.
  4. My PC's are currently doing the Processional, and one of my plans to help enforce the truely damning nature of the pacae is haivng them make a willpower roll at each "ring" of the processional. Starting at a +10 for Blight, and then lowering by 10 for every level after, the result of failure is 1d5 insanity with it hitting 1d10 insanity and 1d10 corruption when you hit oblivion, and if you gaze right up at the star itself in the inner most ring, willpower at a super negative or bam bat out crazy never going to escape.
  5. I was reading through the ship component aquisition rules in the rulebook, and was confused in the example they use to explain it. In the example on page 274, it talks about a RT trying to improve his macrocannons from common craftsmanship to good, but this doesn't seem to make any sense because I have yet to see any information in the rulebook that explains how craftsmanship quality affects ships components at all. DO they work like armor or weapon quality? That seems to make little sense because of the nature of ships, but any clarification would be greatly appreciated.
  6. I was wondering for unnatural toughness and wounds when it comes into play. The astropath in my game is a mutie freak and has the mutation where he gains unnatural toughness, and the whole time we have been playing we assumed it was included when calculating your starting wounds, but after reading Into the Storm and the Ork stats where it specifically says do not include unnatural toughness until after having rolled for wounds, is that how it works period? SO when rolling for your starting wounds as a character with unnatural toughness do you simply use your normal toughness modifier or the unnatural one? In addition, I am running LotE and ther is the Farseer with unnatural willpower. In the rulebook for psykers it says that unnatural willpwoer has some benefit to psykers making their psyrating better and adding to opposed rolls. But I am still confused on how this works. Do you add your unnatural will bonus to psy rating? So the farseer with a modifier of 10 and a psy rating of 8 is treated as an effective psy rating 18? Or is it you multiply the psy rating by the unnatural stat (2 for instance)? And for the opposed rolls does it mean that you recieve your willpower bonus for psy powers? SO a farseer with a modifier has a +10 to opposed checks or does it work some other way? Also when using psychic powers during combat most of them are half actions, does that mean you can use 2 a round? Or are they like melee and ranged attacks where you can only do it once a round?
  7. For the game I run as a joke the RT suggested he be Sean Connery, it caught on and after much peer pressure, he decided that in fact he was Lord Sean Connery II of House Connery, with his mighty reliquary of mas sword class frigate The Highlander. His family saying if of course, "There can be only one!"
  8. The book mentions it earlier in the section about the various ROgue Traders, it basically means that they are NPC's who generate their own fate points, 5 in the case of the farseer.
  9. I have a player who is an arch-militant who wants to wield a powerfist and powersword. Since the fist cannot parry the sword would allow him to continue to recieve the defensive powers of parry. I feel like this is wrong since a power fist prevents parrying then you should not be able to get around it simply by having another weapon that can, because if that was how it worked then why would anyone ever only use a pwoerfist (simply not fight with your offhand to prevent suffering two weapon penalties and reap the defensive values then). Of course I want to check with everyone else out there and see how they feel on the subject. If you were the GM for this what would you rule?
  10. So I have been running Rogue Tarder and since allof my players and I are new to the system we are a little confused about when you are making rolls what does and doesn't stack. For instance, if the archmilitant charges an enemy and recieves the rogue trader's inspiration bonus, does he recieve a +20percentto hit or only the higher of the two? Or in ship combat do actions such as being told to 'Put Your Back Into It!' stack with the rogue trader inspiration bonus for the gunner, etc. And clarification would be greatly appreciated.
  11. Rip- I feel like your interpretation is problematic, because it all of the poorly equiped crew are hding away then the average boarding action wouldn't even be a contest God forbid they send murder servitors aboard. It seems that by simply iniating the attack at all if the RT did not previously aquire some troops would lead to almost total victory for the attacker. Of course this is assuming that said attacking vessell isn't simply using their own horrified and incompetent crew, but then this would imply its own horrific morale penalties for simply attacking in the first place. While I can see where you are coming from with your interpretation, it seems to me that through both the rules and the lore of the setting imply that just about every ship would have to have some sort of formalized and professionalized armsmen aboard (the exact number of that being debatable but their pressence a fact). if anything to board and repel boarders.
  12. Hey new Rogue Trader GM here, and well several of the players and I were talking about how many armsman are actually on their ship. This made me wonder because especially in Lure of the Expanse you have several oppurtunities to deploy large numbers of your armsman into a battle or situation. Therefore, I was curious if anyone knew or had any hard and fast ways of figuring out what percentage of a cchips population/crew are made up of naval armsman (like 2 or 3 percent? 100 per every 1000 normal crew?) Oviously the number of troops aboard an ship increases dramatically with the barracks component and the subsequent aquisition of soldiers but I am really curious to see how many you auto have aboard.
  13. Well my assumption would be that a hulking person could enter a chimera because the things can hold a whole sqaud of ogryn and those guys are hulking in their own right, its not comfortable of course but they can get in there. As for my understand on chimera weapons mounts I alwys consiedere that there was the turret moihnting and then the weapon ports for members within the vehicle to fire out of, and then two external turrets (such as a heavy stubber that somone can use if they are standing out of a hatch within the chimera kind of like a smaller version of what you see the turret gunner of an American HMMWV doing.
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