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Golmorgoth

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  1. Every one of my players knew nothing of WH40K when we started playing, and my experience is that if you yourself have all the requisite knowledge, the best way to impart that knowledge to another is to simply sit down and talk at him. That way if he has any questions he can ask them, and you know that you have touched on all points that are pertinent to your campaign.
  2. This isn't Dark Heresy, it's D&D, but it's still funny I was DMing and I had my players exploring a system of natural underground caves, not quite Underdark but close. At one point, they discovered a large cavern teeming with various fungal life. Before I continue, let me break down the party. The smartest of my players is playing a fighter/duelinst, he usually plays intelligently and makes good choices. The next player is a ninja. She hadn't played D&D very much before, but she's a smart person and usually shows it at the gaming table. The third player is a sorcerer. He also was inexperienced, and he is one of those guys who is prone to doing dumb or foolhardy things to get lulz, but he usually stuck close by the ninja and was pretty good at getting out of the trouble he got into. The fourth and final player is a drunken master, and he is the most ridiculously dumb player ever. He is good at generating lulz and nothing else. So they're exploring this fungus filled cavern, and suddenly, without any kind of warning, the duelistwho happens to be the "smart" playerdecides for no apparent reason that he's going to pick a random mushroom off the ground and eat it. Naturally, I think to myself, "It will be a hallucinogenic mushroom, and if he fails the fortitude save he will start tripping balls." So I tell him to roll fortitude. Natural 1. He dies. The other 3 players decide to leave his body there, unlooted, and continue on. After they leave the cavern, the demon that lives in the cave complex reanimates the fighter's corpse and sends it to kill his former comrades. Due to some fantastically bad rolls on the part of the players, he kills the sorcerer and the ninja both. The only reason the drunken master survives is because he got drunk and wandered off randomly and the fighter couldn't find him.
  3. Mithras said: Has anyone noticed the status of Sacris on FFG's "The Calixis Sector"(in the support section) list? I found it pretty funny that it's listed as a plague world. That'll keep the curious away, eh? You know the Imperium of Man is a wondeful place to live when "Plague World" is an official planetary designation. I wonder how many other "Plague Worlds" there are out there
  4. I assume that the reason it grants +10 to climb tests is because you can dig the axe end into a wall and then use it to pull yourself up
  5. Recently I came across a reference to "hippocrasian devices" being one of the mysteries of the the tech-priests of Mars. Can anyone tell me what a hippocrasian device is?
  6. Quick question regarding the chart. It mentions "hippocrasian devices"...what is a hippocrasian device?
  7. Cobramax76 said: A gellar field is in essence nothing but a Deflector field to prevent all the miniscule space dust and particles from slamming into and through the ship rending it asunder as soon as it moves Are you thinking of void shields? The Geller Field is specifically designed to repel warp energy and creatures, not solid material objects.
  8. The phrase smacks of delicious radicalism...
  9. MILLANDSON said: You are also assuming that outside of a ship, when in the warp, is a vacuum. Given that the warp is a fickle and ever-changing place, that might or might not be the case. A good point, but if the Geller field does in fact extend beyond the outer hull of the ship, then nothing that can't exist in real space can exist within that bubble. So I would say that at the very least the ship would have a thin skin of vacuum around the hull.
  10. The fluff and BL novels are quite contradictory in these matters. Most BL authors seem to agree with Gregorius that during warp ttravel the viewports should be covered to protect the crew's sanity, but I seem to recall at least a couple instances of people looking out into the warp with apparently no ill effects (one was during an early Gaunt's Ghosts novel, I'm sure of that one) As for the airlock, it was my understanding that the Geller Field generally extends at least a few meters past the ship's hull, so theoretically opening an airlock or suffering a hull breach during warp travel should have the same effect as in real space. At least until the things/people vented into space pass beyong the Gellar Field's boundary... In fact, now that I think of it, there's an incident in the Inquisition War novels where an inquisitor and his retinue don void suits and exit their ship while the ship is in the warp in order to board an enemy ship, the idea being that the two ships were close enough that their Geller fields overlapped, allowing safe passage.
  11. I am a bit curious to learn if any of the folks here have special rules for the price of ammuntion. My main dissatisfaction with the system in DH is that ammo for the plasma gun and meltagun, which are supposed to be rare and powerful weapons, have amazingly cheap clips. These weapons are extremely rare; shouldn't their ammunition therefore also be extremely rare, and therefore expensive? I believe they cost 15-20 something for a full clip in DH. Compare this to a bolt shell, which costs 16 each, even though bolt weapons are considerably more common, and more to the point, considerably less powerful. I also don't like the fact that basic bullets are purchased in lots of 20 rather than by clip. Sorry if I ranted a bit there, and I do have my own system in place to fix the things I don't like. I am just curious to hear what other people think.
  12. I like this method. Ammunition weight is something that I have struggled with in my games because my players like to purchase and carry unreasonable amounts of ammunition, and I think it adds a lot to the drama of the game force players to choose between carrying extra ammo or extra equipment, and having to conserve ammo and running low at a critical time is excellent for building tension. I briefly used a method of asking the players how they actually stored the ammo on their bodies, but this method proved to be too abstract and easy to exploit.
  13. So basically, you can say that the chaos cultists were actually throne agents in disguise, since they did so much to hamper the invasion, and that the throne agents were actually chaos cultists in disguise since they did so much to spread chaos. Wow.
  14. If memory serves, the Tabletop Defiler has WS and BS of 3, so having 65 and 50 in DH seems really excessive. Though if you're just trying to intimidate your players and don't actually intend for them to fight it, go ahead.
  15. Lucas Adorn said: Yes of course. I shouldn't be so limiting. Any kind of book, fiction or non-fiction, that inpired you with regards to the 40k setting or writing a campaign in it. I just finished a book about spies and counter-spies which was an inpiration for the Dark Heresy Campaign I'm currently writing. And Lovecraft does qualify. Which of the tales are your favorites? IMO the best Dark Heresy-ish Lovecraft stories are The Case ofCharles Dexter Ward and The Dunwich Horror, as they both involve (mostly) humans meddleing in things man was not meant to meddle in, rather than the protagonist stumbling upon an Elder Horror essentially by chance.
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