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About kenshin138

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  1. Go for Hit and Run instead of Boarding Action. In Boarding Action you actually ram the ships together (dangerous) basically. In Hit and Run, you pile people into attack craft and go over to attack. Still very fitting. Give him Command as an Elite Advance or swap for something as suggested. Also, if they want to be really good at it, go with Murder Servitors. I do think Arch-Militant gets Command a little late as well. Very fitting for them to lead Hit and Run assaults, but they aren't good at it because of the lack of Command. Sounds like you have a good idea of how to fix it. Best of luck with the game.
  2. Great points! After sorting through the comments here, I have a revised Cell Directive. I liked the revised conditioning presented above, but dislike the +5 for non-Xenos part, so I dropped it. I also removed Resistance (Fear) since it feel duplicated, and replaced it with Forbidden Lore (Xenos) +10. I note that while the Hereticus Retinue doesn't get any +10's, the Malleus one does. Seems to work since Malleus and Xenos are a bit more focused. I also have read enough comments/suggestions in official fluff that the Ordo Xenos will use xeno-tech from time to time that I've included Exotic Weapon training. I figure this would let people use this for Radical-leaning as well as Puritan Inquisitors. Digital weapons would fit in great for Puritan, while more "open minded" types could get much more deadly stuff. Excuse the Advances formatting, I can't paste a table into this forum software so it isn't ideal by any means. Ordo Xenos Retinue (Cell Directive) Induction Cost: 200 xp Requirements: The cell must serve an Ordo Xenos Inquisitor who provides additional training to them. Suffer Not The Alien To Live: Members of the Cell gain the Ordo Xenos Conditioning Talent for free. Advances Awareness 100 Skill Common Lore (Imperial Creed) 100 Skill Ciphers (Acolyte) 100 Skill Secret Tongue (Acolyte) 100 Skill Forbidden Lore (Xenos) 200 Skill Search 200 Skill Hatred (Xenos) 200 Talent Forbidden Lore (Inquisition) 300 Skill Forbidden Lore (Ordo Xenos) 300 Skill Forbidden Lore (Xenos) +10 300 Skill Requirement: Forbidden Lore (Xenos) Exotic Weapon Training (any one) 500 Talent Secret Tongue (Xenos - any one) 500 Skill Ordo Xenos Conditioning (Talent) Acolytes with this Talent have had their memories adjusted, so that Xenos have a lesser chance of affecting them mentally. Psychic barriers have been implanted and mental resilience has been increased. Effect: You gain a +10 Willpower test to resist Fear, or attempts to control or possess your mind when so affected by Xenos. This ability does not stack with Imperial Conditioning (see page 13 Inquisitor's Handbook), and in fact uses some of the same techniques used therein, but to a lesser degree here.
  3. Starting up an Ordo Xenos campaign and since we have no Cell Directives, I thought I'd make one up. This would be mainly for a "standard" Inquisitor, hence the lack of things like Exotic Weapon training. Obviously the unique Talent is ripped off from Deathwatch. I am on the fence about including Tech-Use, as it would be useful in identifying Xenos tech, not sure how well it fits. I also toyed with Chem-Use as a way to identify Xenos toxins, but felt it was a little weak. Ordo Xenos Retinue Induction Cost: 200 xp Requirements: The cell must serve an Ordo Xenos Inquisitor who provides additional training to them. Suffer Not The Alien To Live: Members of the Cell gain the Ordo Xenos Conditioning Talent for free Advances Awareness 100 Skill Common Lore (Imperial Creed) 100 Skill Ciphers (Acolyte) 100 Skill Secret Tongue (Acolyte) 100 Skill Forbidden Lore (Xenos) 200 Skill Search 200 Skill Hatred (Xenos) 200 Skill Forbidden Lore (Inquisition) 300 Skill Forbidden Lore (Ordo Xenos) 300 Skill Speak Language (any one Xenos) 300 Skill Resistance (Fear) 300 Talent Ordo Xenos Conditioning (Talent) Acolytes with this Talent automatically confirm any Righteous Fury results against alien enemies without needing to re-roll the Ballistic Skill or Weapon Skill Test. Alternate: I also was thinking of doing a Talent that lets members count Fear caused by Xenos to be one step lower. That would replace the auto-confirm rules. Then probably swap Resistance (Fear) with Exotic Weapon Training (any One), but am undecided. Thoughts?
  4. I think the change was needed more in Deathwatch due to the increased damage overall. That said, I would strongly suggest using the DH/DW method in RT as well. It is just a better system.
  5. In the past we've had Warp Encounters and the like, but how about stuff for profit? One thing I would have liked to see more of in Hostile Acquisitions is a listing of potential Cold Trade items a GM could drop into their game. So, maybe we can come up with some? (I've also posted this over at rpg.net) Mine aren't the best, but its a start I suppose. 1. Ntharian Brightleaf On the independent agri-world of Ntharis, remnants of ancient Mechanicus terraforming engines stand like silent watchers. Larger than a hab block, they have long been robbed and scavenged of their secrets. A particular strain of xeno-crop grows here, known to make powerful lho-sticks. Import of this crop to the Calixis sector is forbidden, and profits are slim, but rumors have started claiming that it was engineered by Man long ago. The Biologis have taken an interest in these rumors, and are eager for samples. 2. Captain's Lament These smooth bottles of wine are clearly xenos in manufacture, though even the most learned Xenongrapher's cannot determine their origin. The liquid inside glows a bright blue and appears to have a life of its own. Impossibly sweet smelling, many claim to see hallucinations form out of the vapor that curls out; often in the form of tentacles. Recovered from an unknown hulk in the year 811.m41, there are precious few of these bottles in existence. They fetch prices in excess of the finest wines of Quaddis, and Lady Bellefonte, the invisible Vertess of Port Wander, is known to have several in her possession.
  6. This is a quick merge I did as a GM tool last year sometime. Sorry for the crude job, but it was just to reference quick so I spent little time on it. Still, you should get the idea. This is obviously cropped to only show the area around Port Wander.
  7. Ran this for 3 friends of mine. Had the Weapons Specialist, Heavy Gunner and the Tech-Priest. Game went pretty smooth and everybody had a good time. They managed to get out with 2 left on the timer even.
  8. I had a game where the players' ship got attacked by Rak'Gol while they were planet side. Returning to the ship (under fire) they were followed into the hanger by by a boarding vessel full of Rak'gol. To tone down the combat, but keep it epic feeling, I had the Rak'gol start attacking the entire bay, with a swarm of crew and armsmen fighting to control them (well, and running). A single Rak'Gol charged the players so it was 3 vs. 1. The fight went great and the combat still felt "right" even with them ganging up on a single opponent. So, you could do something similar where the players are part of a larger battle, which you handle abstract. Keep the actual dice-rolling down to the players, and use narrative to describe what is going on around them. Tailor the battle to how the players are doing so it keeps the flow.
  9. Lidless Eye said: I thought I'd share the response I got from FFG: Some copies were released in Australia early. It'll be released world wide in early July. Thanks for this.
  10. No kidding. "Any day now" would be my guess, but who knows…
  11. Another thing of note. It is amazing how simply rotating a "known" map can make it feel fresh and new.
  12. Great, nice to see a blog that is getting updated. Most of the RT ones seem pretty dead these days. Not that I've added much to my own in a month. *guilty*
  13. Very cool. What all did you use to create it?
  14. I have always preferred using the inside-cover map of the Koronus Expanse. The full-color one buried in the book proper is full of errors and lacks the “cool factor”. However, FFG has never released the inner-cover map in digital format. The OEF files don’t come with it, and even the best scan left me unimpressed. Additionally, I wanted a map that I could edit as needed for my personal campaign. So this is where a friend of mine comes in (http://cronevald.deviantart.com/). A fantastic illustrator and comic artist, I got him to draw me a map. Originally I just wanted a line-art map for my campaign, but he decided that simply wouldn’t do. So now I am happy to present, and offer to the community, a killer map of the Koronus Expanse. Textured Web Quality: http://dl.dropbox.com/u/12027669/expanse_textured_1550.png I have several versions, along with links to large (4650x3150 uncompressed TIF) files at my Rogue Trader blog: http://profitfactor.tumblr.com/ (Note: I am using bit.ly to track link-backs, so no funny business with the link. If you are concerned, just type the URL into your browser instead.)
  15. kenshin138


    H.B.M.C. said: kenshin138 said: As the OP I must confess that I too have been silent months about this. I really just wanted an excuse to have the first post. That said, IMHO this game will be better than both Deathwatch and Black Crusade. The "human element" alone should offer far more RP potential, and give a nice solid military game that feels proper. Wait... who were you? Writer or play-tester? BYE I'm a play test lead.
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