Alex Cube

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  1. Interesting, yet You might want to look into this one and incorporate some parts of it into yours for more diversity http://www.slackratchet.com/rough2.htm
  2. Didn't really get the "age of science" part -- just make it Spd 5 Hull 55 by default with Reliquary of Mars past history and Thulian Explorator Vessel purchasable background package already included in profile (although You might wanna change the word "thulian" for something more appropriate). And saying that one archeotech component no matter the size is already included may be tricky as that may vary from 0 to 3. Finally -- was it intensional that You made its pricing very high yet available to super-rich starting parties?
  3. If You look at all of the futuristic stories of the past they will all be the same in one -- they greatly overestimate human progress. As we didn't have flying cars and hoverboards in 2015 as Doc Emmet Brown showed us; We had no intelligent robot uprisings in 2008 as Asimov wrote; Cyberpunk 2077 was called 2020 once, it was changed when it became obvious that in three years we couldn't progress that much; 2000AD franchise looks way different from our real 2000 AD... and so on, and so on... Warhammer is probably the only different though, it shows You that for every step further humanity sometimes takes at least one step back, that not everything is perfect and definitely not everyone is "good". That way I think that WH40K is actually realistic (or at least more realistic than any mass effect or star trek could ever be). And I like it.
  4. Not exactly, just to clarify -- as per RAW: Shadowfields (Hostile Acquisitions p.75) -- +20 to Silent Running but nothing is being said about them being constantly silent running and they impose -20 penalty to Active Augury and Focused Augury only (so no penalty to Lock On for exapmle) so as per RAW there are Imperial ships that can do better at Silent Running (with Cypra-class Drives and Empyrean Mantle) than actual DEldar which is ridiculous, all firing at it suffers -20 to Hit (so same for macros and lances and torps) but Pilot test to H&R are at -30 instead Holofields (Lure of the Expanse p.140) -- -40 to Hit with anything (including attack craft and even ramming(sic!)) but macrocannons are only at -20 to Hit, any extended action about detection are at -30 including Lock on Target and Focused Augury -- those two are specifically mentioned So as per RAW Shadowfields are essentially worthless, but as was mentioned earlier that's what this subforum is for
  5. 1. Always played with DEldar Shadowfield granting their ships Silent Running all the time and gave penalties to offensive Detection-based tests like Lock On and Focused Augury of -40 (as lances), when used against Shadowfield or Holofield 2. To have 140 on a BS test You'd have to have 80BS, as max bonus/penalty caps at +/-60 to test. Always allowed PCs (and only PCs) to use assistance rules to aid the Crew, but the test itself was made using Crew Rating stat, not some PCs BS. It's still powerfull -- up to +40 on assistance from two PCs on a successfull check plus Talents/Abilities, yet makes players care more for their crew and not dumping it for +5SP Never had trouble with (D)Eldar being too OP or too weak because of that
  6. So we know where You guys play and that's cool, but when do You play? Meaning that for consistency-sake You'd also have to say what's the date in-game. This is a VERY powerfull idea, but it needs cooperation between GM's in question and some more work on their behalf too, yet I know of a large group of players and GM's (120+ people in total) who have played WoD that way and it was absolutely amazing in each and every aspect, I truly believe that if handled correctly this may result in the same massively multiplayer PnP game
  7. This demands some explanation. Might be because of this, and mind You, I have never even seen the website as it is unreachable by non-proxy means from my whole country, and I don't even live in russia! Wanted to do the pic but direct upload here's forbidden so here's the copy-paste of what I see when I go to rpg.net: Either the address you are accessing this site from has been banned for previous malicious behavior or the action you attempted is considered to be hostile to the proper functioning of this system. The detected reason(s) you were blocked are: ukrtel, forum spambots (HN-0007). Problematic Russian Netblock (IP-043). Your IP, Domain Name (if resolvable), the referring page (if any), QUERY, POST, User Agent, time of access, and date have been logged and flagged for admin review. Please either 1. Stop the bad behavior, or 2. Cease accessing this system. Your connection details: Record #: 5046538 Time: Sat, 29 Oct 2016 16:17:54 -0700 Running: 0.4.10a3 / 73 Host: 209-57-135-95.pool.ukrtel.net IP: 95.135.57.209 Post: Query: Stripped Query: Referer: User Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/53.0.2785.143 Safari/537.36 Reconstructed URL: http:// www.rpg.net /
  8. I guess it will be rollforheresy where everyone will migrate eventually, they have made a welcoming announcement on the homepage suggesting that a lot of people are already there, darkreign creators moved there too with all their content, and even their forum looks exactly like this one. But I think the real reason why people go there is because they don't really have much options, the only two "old" web-sites left dedicated to WH40K RP -- scholaprogenium and ordo malleus -- have had no new content in years while having no forums, and while there's a plenty of forums that have small groups of WH40K RP people there, they tend to be almost exclusively about actual playing rather than content creation or discussion, and talking about this forum, well it has only one, yet very serious, drawback -- it's essentially a simple stack-model forum that makes navigating its almost 7000 threads (and that's only DH1 threads) kinda hard to do, let alone taking some sense of order to it... So yeah, for a year or so there might still be something going on here, even though actual decrease in forum activity started around 2014, yet still my bet is that by two years figuratively speaking there will be nothing but ashes left.
  9. You do can post to them, I've deliberately tested it, yet the real question is if anyone will still post there in a year or two...
  10. Are there any new vehicles?
  11. OK, got that figured out thanks to Your responses. Another question then -- how do You evaluate which level of influence measures whom? Meaning in DH1 Ascension and RT and BC they always made a reference scale, say 20 for hive gang, 90 for veteran inquisitor, 150 for Lord Sector, what are those approximation in Your games?
  12. I am talking about Influence as personal characteristic, meaning that we don't take Contact Network talent, Commerce skill, using Inquisitotial Influence etc. into consideration. So say if a character has 40 starting Inf, 20 Peer Talents (each one giving him +1 Inf), and 10 Inf earned through gameplay (and not using exp for that as in with peer talents) then how much of it is actually his? By starting+peers I meant that in my opinion in the scenario described above it should be at the very least 60 INF (40 from chargen 20 from peers and probably 5 from Inf earned) And by "cut from inquisitorial influence" I didn't actually mean situation when they're cut by Inquisition for say misbehaving, it was more like "how much influence that exact character with same amount of exp spent into same advances would have if he would of never worked for inquisition at all?"
  13. Those terms are pretty vague, so which part of the Influence characteristic is actually characters and not Inquisitorial? Starting Inf? Inf from Peer talents? Gained through play Inf? Basically how much Inf will character have if cut from Inquisitorial resources? My 2 cents are that in my opinion it should be starting+peers, but as it turns out there are A LOT of different opinions on that matter that I would gladly hear.
  14. Your GM isn't crazy, but he definetly likes power play. Nevertheless those 4M thrones You mentioned would give You at least 120SP alone (and quite possibly two times more if precise calculations are to be used). Still I can tell You from my experience that going for the biggest ship possible is just not the best idea if You are playing Dark Heresy, for a mighty fleet WILL draw attention one way or another. We had that when I was a player and managed to get 37 Lunar cruiser hulls, then sell them to Navy in exchange for a whole bunch of ships and having greatly succeding in an endeavour our team had a very big fleet consisting of 26 escort, 11 transports and 10 capitals (light cruiser and up) so that our arrival into any system made all of the cultists hide in terror, and mind You, they didn't even know that we were Inquisition! So all in all My reccomendation for You would be... a single Viper-class Scout Sloop. Pack it with all the shiny bits from all of the books, use only Best Quality Components, crank it up with all suitable upgrades, pay a kings ransom for Elite crew, buy LOTS of atomics and install some type of Macrocannon in the only mount Viper has to be able to destroy even battleships in a single salvo, while having a ship so stealthy that the only way to find it is to literally bump into it, plus if Your GM wants it He'd be able to say that all of Your crew except officers are servitors/robots leaving You with only 75 NPC running the ship that can be used for interactions between missions, if You have access to archeotech type components from Stars of Inequity than use those too thus having a very powerful though small ship, then buy a stealthy lander so that if a target planet has any space traffic at all You can disguise as a person who came from ships that are in orbit without revealing Your ninja-like ship... ...but those are just my 2 cents