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Everything posted by Maggoth

  1. ExtremoPenguin said: It is in the book, pages 312-313. There is 3 paragraphs on them. Easy to miss though as it is in the section on the Imperium. Thanks! I´ll take a look....
  2. Some older 40k sourcebooks mention warp gates as areas in the void, which grant entrance to the warp an often lead to strange places in the warp or void. As far as I know warp gates aren´t mentioned in the RT book because most ships use a warp drive to enter the warp - so I don´t know if warp gates are still "canon" (I for myself don´t care very much). I think warp gates offer fantastic opportunites for adventures in a RT campaign. Especially if the explorers disover a lost warp gate and nobody knows where it leads to. One could even think about an ancient ciphered text which supposedly contains information about how to open a collapsed warp gate. The text might describe it as a warp route to endless fortunes - but in realitiy it´s the instruction to open a warp gate to some demon world... and as soon as it is opend demons and chaos ships pour into reality...do the explorers put enough research effort in this endeavour to realize the truth or are they blinded by greed and become (unwilling) helpers for the dark powers..
  3. ExtremoPenguin said: I like your solution and explanation. Same here, I told my crew that the servitors are very specialized and very ancient and if you would temper with them, e. g. by trying to make them more multitaskable, you would risk lowering their boarding effectivness...
  4. riplikash said: I You are correct that there are a lot of trained solders and mercenaries in the galaxy, and every RT SHOULD have at least a personal guard (20), and quite possible hundreds of troops. But then again, in a traditional RPG a warrior should have armor. That doesn't mean he doesn't have to buy it. T That´s the point - as a RT you CAN buy almost everything but you still have to DO so. And another point one should keep in mind is the availability of goods and troops. While in densely populated imperial dominated space, recruiting a couple of hundred troops who know how to handle weapon is not really a problem - once the RT is in the Expanse, this can be quite a problem. The available troops have to be human AND should know how to handle a lasgun... in some part of the Expanse this can be quite tough. Either the RT has to enlist some musquet (or even crossbow)-bearing rabble or even some strange xenos-mercenaries (whose loyalty could be even more fickle than that of human mercs). If the RT is deep in the expanse he will surely encounter serious some serious challenges in replacing or re-equiping his troops.
  5. Great work! I really like the "Malum"-datapad - if you get my not so subtle latin meaning...
  6. If you are looking for a really quick an easy campaign system to play a war, try the Mighty Empire-Rules (for playing single battles just see p. 26). Its very quick to resolve... You can find a free and legal rules download here: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m470850_Mighty_Empires_Original_Rules_1990.pdf
  7. Gribble_the_Munchkin said: On the other stuff. Necrons yay! But Yu'Vath more likely. On the other hand, if your players are already 40k geeks, throwing in some obvious necron thing while they are exploring would be a great way to terrify them. I agree, I think Necrons are really great for terryfing purposes ("psychological gamefare"). Otherwise they are kind of a game killer for RT, I believe, because they just kill everything and you really can´t reason (least trade) with them. Actually they are worse than Daleks and Cybermen put together.... A small plot idea one might have is, that the explorers are approached by a shady (perhaps even xenos) weapons merchant, who offers to sell them one (ore even a few dozen) "deactivated war robots from the dark age". The robot(s) are stored in a secret cache in a nearby asteroid field (or moon, derelict spacestation or whatever) so that the explorers don´t have a chance to examine them before purchase. Otherwise the price for the robots would be a real bargain and the trader has honest intentions. He just wants to get rid of them because he could not figure out how to activate them... I´m curios how my players would react when they open the first crate an find a "sleeping" Necron Warrior inside... do they really dumb it out of an airlock or won´t they try to make a profit out of it? What if the inquisition, or the Adeptus Mechanicus or other watchfull factions hear of this.... aah the possibilities....!
  8. Thanks for the feedback... I was indeed planning to use this encounter some time as a kind of "filler" near the end of a gaming session, when it´s to early to quit, but too late to continue with the main plot without risking a gaming break in the midst of a combat encounter... I will let you know how it worked out...
  9. I just finished the Core-Rulebook section about the Expanse. Is this just me, or are thera a lot of hints which might suggest a possible Necron-presence in the Expanse? A lot of the descriptions about planets and systems do feature obelisks, monolithic symetrical ruins, obsidian tombs, biers, drained xeno bodies in ancient machinized ruins with some sort of monofilament-tentacles still attached (mind transfer devices?) and so on... Some (or even all) of the fabled "Halo Devices" could very well be of Necron Origin, especially those who are shaped like a scarabaei... And then thers is this incredible huge sun "Furibundus": according to the Necron background, the C´tan were feeding of the energy of suns before they were cast into metal bodies... I would guess that Furibundus would make a nice banquet for a C´tan.
  10. jellyfish21 said: I think a scenario like this is featured in the Lure of the Expanse. Edit: lulz spelling Oh no... and I was so proud of "my" idea *sniff*
  11. First of all: You are the GM: you decide if the Inquistion decides to investigate this or not, if an investigation would disturb the flow of your adventure, just let it be... and perhaps keep the idea up your sleeve for later use. I personally don´t see why the Inquisition would put al lot of effort in examining this event: The Astropath is a Psyker sanctioned by the Imperium and not some renegade sorcerer wreaking random havoc. Even sanctioned Psykers are affected by the dangers of tapping the powers of the Warp -thats just the way it is and the Inquisition knows this very well. It was a single accidental incident which caused the death of a couple of unimportant citizens - what is this in comparison to the true dangers the thin stretched forces of the Inquisition have to face? If the inquisition would make a case out of every "misfire" a sanctioned psyker has caused - they would have time for little else as thy would have to hunt down nearly every sanctioned Psyker in the Imperium. As long as the explorers don´t boast about this incident or constantly provoke these things to happen I would see no big problem, though it might be possible that an Inquisitor with an unusual hatred for Psykers (even sanctioned ones) or Rogue Traders in general might take this incident as an excuse for harrasing the Psyker or the Rogue Trader. But rather than intervention from the Inquisition I would deem it more likely, that an enraged mob, made out of Port-Wander-inhabitants, agitated by raving demagogues seeks to revenge against the psyker and the Rogue Trader.
  12. This encounter can be used during any travel through the Warp: The explorers vessel suddenly drops dead out of the Warp into a Warp-Pocket. In the middle of this pocket floats an ancient shipwreck, which has been damaged by warpstorms, radiation and impact from debris beyond recognition. Closer examination of the wreck indicates, that it seems to be of human manufacturing - there might even be a faint signal or power source emanating from the command bridge. The hull of the wreck has long been breached and the inner corridors of the vessel are filled with dead, withered corpses, floating around. A visit to the command bridge reveals, that the bodies of the command crew are still on the bridge. The body of the commander of the ship might even still be on his command throne... the scene should strike the explorers with an eerie feeling of familiarity. Terror (sanity points?!) should strike the explorers, when they finally realize, that they are currently standing on the wreck of their own ship and staring at their own frozen and partly decomposed bodies . This can be realized by either identifiying remains of unique personal equipment on the bodies (such as a unique signet-ring) or by discovering the explorers own dynasty-crest or ship name engraved on the bridge beyond a layer of ice and dust. At this point the explorators should be forced to leave the wreck in a rush, as the warp-pocket begins to collapse. It should be up to the GM if this encounter is nothing more than a trickery of some entity of the Warp or a grim omen of future events...
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