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Nuada_Obliage

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Everything posted by Nuada_Obliage

  1. I was wondering can the heavy bolter be fired in anything other then full auto or suppression? I mean it has no rating for single and semi auto fire?
  2. Honest how high a levelk would a Sister of battle have to be to equal a Space marine, well I mean sure combat they won't be as good (( though giving them good tech and such would be a great thing)) but roughly what do you think would be a good level? Maybe Acended to Crusader?
  3. I think we are better off just not thinking about Chem-Geld. The thing is though with the Personal pilot thing, all would be a tactical marine then depending if they are better suited to close combat they become jump equipped assault Marines, Now sometimes I will admit sometimes a scout going onto full battle brother level will be put immediately into assault Marine. In regards to learning the sniper talent Space Wolves and Black Templars would not recieve this training for sure. There are Space Wolf Scouts though but they would be ones who stay as scouts and would play as scouts. Black Templars have the Neophyte and Initiate system, Black Templar Initiates can not take sniper weapons as they are in the thick of combat, I believe all they can take are Bolters, Combat Shotguns, Bolt Pistol and Close Combat weapon. I personally think that only the best scouts would become snipers so yeah I can totally see why they would need to train later. I think I can understand why Medicae is set later, as the general idea of combat for space marines is a short hard battle so they should be in and out very quickly that means they should be heading away from combat to where they can be seen to medically. In game when you think about it how long should the killteam be from a medical facility either from a space marine piloted ship or general imperial guard. I think it is okay to be honest
  4. I was reading the adventure for the GM kit Shadow of Madness. In it is has a passing mention that the Imperial Guardsmen at least to Lieutenant level does not know that they are not in the Calixis sector but on the other side of the Empire. They beleive they are in the Halo Stars, is there anywhere in the Rulebook where it states this?
  5. I was wondering will a ship that just has the compartmentalised cargo space have no way to store transports. The ship my crew has is a light cruiser. I imagine it does have a large shuttle hanager as shuttles and landers would be needed for such things as well landing cargo on worlds with no orbital dock. As I have said the ship only has explicitly stated the compartmentalised cargo space but I just want to bekind of realistic with this as my crew wants to buy some apcs and thus they would need large landers to get them to the planets surface. Should I be totalitarian and say " you didn't get the lighter bay so you can't have the transports"?
  6. Yeah specifically I am worried that I singling out a character. See I have an Astropath Transcendent, he has sensory deprivation. I usually send a single big ad at them as some of them have been very powerful(( we are literally in the middle of the entire crew Explorator, power armor wearing arch militant, Navigator and astropath are fighting an Eversor assassin, I have a Ascension level scum who is an amassing gunslinger with them. ANYWAY the thing is I did not realize that the Eversor had “from the beyond” and thus made it immune to the ability sensory deprivation. See several times I have sent creatures that are immune to psychic abilities or telepathy (( last time were flesh hounds and blood letters)) well I decided that since the Eversor was once human and had a human construction of his mind he would not get the full blind deaf dumb thing but basically -30 to BS and WS. But he said he was tired of things that were immune to his mental abilities. I think I do have a prejudiced against them as he can walk into any social situation and dig into people’s minds as he has a massive will power score. I guess I just need to work a little more on being fairer on it though maybe I should use large groups of bad guys instead of one with a lot of immunities.
  7. So I was wondering if anyone has any ideas for rule Tyranid hybrids, Magus or even Patriarch
  8. yeah I really hope I can get those rules for followers
  9. Now the issue of how good armsmen from your ship are at combat has been raised so how do you work out how well you can train them with say your Arch-militant working on them for say two months etc. The baseline "armsmen" i have stated at 25 across the board but my arch militant wants to go and train up several squads personally (( 6 squads of 7)) he has about four to five months to do it so how should I work out what they pick up?
  10. Jeff Tibbetts said: Uh... That would be a EXTREMELY MASSIVE amount of time lost. I don't think there's any precedent in any fluff to represent something like going back before the Heresy. Sorry, it's just way out of line with the background lore. So?! in some of the Warhammer books notibly the Ravenor Series they jumped back seeral thousand years(( it was not warp tavel but using a spooky chaos warp door thingy)) still if you can end up going back a day then why not 10,000years? I would make it a major plot device though
  11. my Astropath wants to get a force weapon, the rules in DH for them was made more for psykers from that game so how can I work it for an astropath, should I make him manifest the extra hit as a psycker in DH would?
  12. Okay I have read the rule book from page to page and I seem to constantly miss the part in the book where it explains how a ship looses moorale and populaiton during combat or space travel. I mean I know I must be missing it again and again but I can't seem to find where the hell it says "For X amount of damage sustained in an attack you loose X amount of Morale and X amount Population" or during long space flights either. Can anyone help me?
  13. plus alot of major port worlds actually have surface to orbit transport of a different sort. Some of the heavy hive worlds actually have spires that are easily high enough for a ship to dock with while in low orbit. I remember reading in the first Grey Knights novel that there was either a inquisitorial base or something like that, that had this spire dock thing. The main idea is if the world is a main hive world or port world they may have these spires that lets a ship merely go to the very upper levels of the atmossphere where there is little impact on their performance. A earlier statement is correct you burn more fuel in the atmostphere becuase of the resistance from the air, but in the highest levels of the atmosphere where you could have a spire then there would be little impact. Plus it would be cheaper to haul goods on massive vertical lifts or trains then to use cargo shuttles(( but you need that massive infrastructure fo a hive city at the very least)).
  14. Tantavalist said: All Rogue Trader ships will have a Navigator, and an Astropath, and a Chief Mechanicus Tech-Priest and Void-Master. The only variable will be whether it's a PC filling the role or not. For simplicity's sake, I just use the Crew Quality to make rolls for any NPC crew members regardless of level. I'd also allow for less detailed characters to be recruited for specific roles that have a higher Crew Quality for rolls related to that task. So a ship with a Crew Quality of 30 has a Navigator who uses a base 30% for all rolls involved in Warp Navigation. If the PCs manage through roleplaying to recruit a more competent Navigator I'd add something like "Navigator: 50" and use the 50% base for Warp travel. I should note I've played with two different groups. One had the NPC Navigator at 40%. The other has a PC Navigator. The first group ended up losing a LOT of time to the Warp and running into a large number of hazards. Not only will PCs be better than generic NPCs in a given role, but the ability to spend a Fate Point to re-roll a particularly bad result with Navigation: Warp is an advantage that can't be overstated. thanks that is really informative. I think that I will use the basic crew score instead of making a npc fully roled up. thanks for the adivce
  15. My party has no Navigator in it as of yet. I could get one to change as he is iffy on what to play but I don't want to force it on him unless it is really neceassary. But do you think a Navigator is very very necassary? I mean I could make an NPC one but I feel like I should make one that is not as good as a reall player's character. Also I have a problem with understanding travel time and distance in the game. Can anyone give me a simple rule of thumb to follow?
  16. Okay so they have Vindicare Assasins and even Stated Eversor Assasins, does anyone have any thoughts on Callidus and Culexus in terms of rules and abilities?
  17. In the Inquisitor's hand book the advanced creation package for tech priests the Malygrisian tech hersey start unhinged and have 1d5 of insanity points. Does that mean the character actually has several mental disorders and 60 insanity points as it says in the Dark hersey Rule book that unhinged level has several disorders and up to 60 insanity points. Or do they just start with a certain number of insanity points?
  18. I found the file thanks for bringing it to my attention.
  19. Okay so I know that alot of characters have the drive skill but when does it actually come into use in game that much? But more importantly I would love to know your ideas on how to create a combat from vehicles. See i know in other systems they flesh it out alot, now in the 40K universe I never really see vehicle combat as being that important but it did come up in one of my games. I though well why not asign the vehicle hp just like a individual but obviously more and a armor rateing. It worked out well I think but I would love to hear any ideas for a more controlled system.
  20. I decided to do something a little different. My group is working for an individual who calls himself a "facilitator" he works for Lord Inquisitor Xerbe in the Calixis sector. Basically this facilitator called Icario Muracin organises cells of operatives that work for Xerbe. These cells are used by Xerbe to further his own ideas of keeping the balance between the various factions in the Inquisition. They operate without any real connection to the Inquisition as none of the cells can call themselves throne agents. In fact the unit even has to pay for it own gear and weapons! The unit operates from a waste management station that orbits Scintilla and actually is a holding place for dangerous individuals. Icario has three squads of Inquisitorial Storm Troopers along with other support staff including a high level Tech priest who handles technology and quartermaster duties. I really enjoyed making the character Icario; he wears a black pinstriped suit with matching pinstriped gloves. They know that he must be cyberneticly enhanced as they have seen him typing on a cogitator at very high speeds. He has a matching set of revolver duelling las pistols, essentially they are customised Khayer - Addin Duelling las pistols, these have three rounds each as they actually have a revolving cylinder that holds three las batteries as rods. So yeah I gave a very well suited man revolver las pistols: D I thought well if the duelling pistol charge packs are only good for one shot then having a cylinder to move to a new one makes sense. He has a wonderful caustic wit as he moves from compliment to back handed admonishment in the same breath. It took me a while to get his accent right ((I am Irish and he has a Spanish accent kind of Antonio Banderas)). Well he has become most famous for a certain saying “ah time for left foot right foot". This evolved out of a very funny incident. The team contact Icario who is back on the station, they catch him in the middle of a questioning of a prisoner. They see Icario talking off screen as he starts "okay let’s do it this way * takes out his pistol* how bout we play left foot right foot" the person being "Questioned" responds in a frightened tone "what you want me to decide which foot you want to shoot?!" Icario gives a soft laugh smiling " Oh no no, not at all, the game goes like this, LEFT foot" he shoots the man's left foot off " RIGHT foot" he shoots his other foot off, after a few seconds of screaming from the man the screaming does down and Icario turns to the screen " Oh hi guys, what’s up?" totally as if nothing happened. It literally sent a shiver of "Let’s not get on his bad side" down their collective spines: D ahhhhhh good times.
  21. I was wondering do you think that including some weapons or gear from Rogue trader into a Dark Hersey ame would be too unbalanced?
  22. I have lived actually in a bog/swamp for several weeks as part of a archaeological dig. the Water in a bog or swmap is quite potable and you can find a massof burnable materials. Moss is great kindling but not something you can rely on for continous source of fuel, there is however plenty of wood available and if it is closer toa bog plenty of peat that can dug up, dried and then burned as we use peat here in Ireland still. Moss can also be used as a filter but as long as you can make a fire you can purify alot of water for cooking and washing etc. There is also usually fresh water streams in bogs or swamps it is just a part of all of the geography so you could get decent drinking water that could be later purified.
  23. Does anyone have any ideas on how to protray enviromental dangers like radioactive, toxic or just hostile environs (( extremely cold, extremely hot or low oxygen)). What way do you think would be the most fair way to have these dangers. I am especially interested in warfare, I would loved to be able to simply shell my group give them a reall taste of the facelessness of long range war!
  24. I was wondering, when something has a unatural ability like un natural grace. Does that mean that its normal agility is say 30 but it's skill bonus is 6? where would you use this?
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