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Egyptoid

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Everything posted by Egyptoid

  1. I love Black Crusade. wish my group would play it.
  2. New Campaign Log entry : https://docs.google.com/document/d/1CASLQmgPkWnr9Maxq--nUSSF852_k_q1frReasWcq0k/edit?usp=sharing The PCs have ginned up a crusade and a minor flotilla, and had returned to the planet of their imprisonment for revenge !
  3. In the background of my last RT game, there were 2 Wauuughs going on. Each trying to outdo the other in atrocity. They mostly had resorted to Terrorism because the Navy mostly kept their ships bottled up, but their scouts and infiltrators would get through, and blow up the humans when they could. Wauugh Kongor and Waaaugh Turash-*** kept doing icky evil stuff. So I kept this timeline handy, and on each week of the campaign I read off one item in the "Weekly Waaaugh Update" and if it coincided with where the players were, or their holdings, BOOM, right in the profit factor. (the events are stolen from islamic terror attacks in real life, the orks correspond to al-qaeda and isis)
  4. the funny part of this: the Kroot mis-adventure was 7 months ago (real time, 2+ years ago game time) so the PCs escaped the Tau/Kroot prison, and finally now going back to that system for revenge and reclamation. so i had to do a little "while you away" adjudicating, and decide what if anything had changed politically while they were gone.
  5. my google skill has failed me. did anyone save the Skull Roller java file anywhere ? all websites for it are dead, it seems.
  6. The Prophet Device: a Navigation and Psykic aide LINK a Pre-Heresy ship component, usable normally by space marines with Psyniscience
  7. but for heresy or crime other than tech . . . . .
  8. The PC ship discovers a planet on the extreme fringes of Ultra/Macragge space, It is called "North Ultramar" by the natives, but only on certain maps. On maps from the Ultramarines, it is only shown as a discovered blip. The PCs clear off the heretics living there. The explorator goes off on his own, on a mad quest to find out why this is North Ultramar, but the Ultramarines don't seem to give a **** about it. So his archaeology doesn't really pay off to his liking, he seems to find that the old colonists had founded the planet, and called it "North Ultramar" from their own idea, hoping to impress Macragge and win the respect and protection of the Ultramarines. Well they didn't. and the colony languished and lapsed. But there were a lot of interesting battles fought there, & many interesting units had planted banners there at one time or another, so the explorator built an R&R facility there, for shore leave of Imperial personnel, and he called it SIX FLAGS OVER ULTRAMAR
  9. CHEAT ! don't fight your way though the sectors to Terra, make a deal and pop out closer, like by the Gates of Fire. http://orig08.deviantart.net/5528/f/2015/057/d/d/40k_map_by_m00nprophet-d8jmfk3.jpg
  10. Right, it could be argued that the Ad-Mech would wear blinders to everything but tech-heresy. Aside, but related: In Thomas Covenant, he realizes the immortal Blood-Guard had been beside all the Lore-Masters for over 2000 years, so one of them had witnessed the old rituals and the old despair. So Thomas tries to pressure them into revealing what they saw as it pertains to the current troubles. But what about common sense? If House Adreskin is going to ruin the entire hive with their cult activities, isn't it foolish for the technicians fixing their appliances to keep quiet about it ? Of course the house will just bribe the techs like they bribe the arbites.... Surely its a grey area, not black and white. I can't be the only person ever to think of this . . .
  11. Is it generally in the interest of the Mechanicus to expose a criminal or a heretic ? One could argue there primary concern is machinery, but a lawful society would seem to benefit all. If I was an enginseer, I'd rather have the contract working for Jonquin Saul than Haderak Fell.
  12. The Mechanicus work for everyone, in all layers of Imperial society, from the lowliest garbage recycling plant; up to the loftiest spire of a wealthy noble house; from the most mundane cargo freighter; and out to the most gigantic battlecruiser. They maintain the machinery of most all Imperial organizations. (All names are random, insert your campaign notes at will) So they might see all kinds of things, good and bad, as they make their rounds and maintain or fix machinery that is everywhere. Because everyone everywhere needs water, air, power, sanitation, vox, etc. Not to mention more complex needs such as gravity, force domes, terraforming, etc. They see the heresy of House Avendorf, they see the hard work of House Bendix. They notice the hoarding of the Mining Guilds, they see the graft of the Arbites Prefect. They see the true faith of Cardinal Champlain, and the despair of Colonel Destromp. They observe xeno-tech in the hands of RT Exidine, and they see the stirrings of chaos in the faculty of a schola, or observe the sheltering of xenos in the outskirts of a hive. --------------------- Now having said all that, my topic for debate is this: How often do they blab ? Can the Inquisition expect the Ad-Mech's cooperation ? Do the mechanicus ever expose 5th columnists ? Do the machines of criminals get maintained as well as good citizens ?
  13. various places click here also these: lexicanum
  14. Egyptoid

    FTL travel

    1) the block feature is wonderful, and has brought much peace to the galaxy. 2) Hail Valarion. I run a "good" 40k universe as well. Sure there is grimdark, but it doesn't have to occur in the immediate lifetimes of my players, now does it ? Also, germany has had long and colorful history, what kind of person only talks about the 3rd reich ? 3) as for warp travel , in my games, it is at least as safe as modern air travel, which is to say: for every 500 million people transported, only 40 actually die. others may have nightmares or delays, but only a miniscule percentage die.
  15. and murphy's law states that when this situation now comes up in the campaign, it doesn't matter much because the enemy in question is Tau, who don't give a **** about imperial warp jump methods.
  16. Consensus seems to be: Occasional Death-Watch Storm Warden Scouts Star Dragons others from the Angevin Crusade may lurk Other People's Opinions: LINKA LINKB LINKC LINKD LINKE
  17. Piled Higher and Deeper new log entry, see link above
  18. pretty much our best episode ever. The RT crew of the Devastator is in the Hive Capital of Beaumonde, looking for support for their crusade Gun fight at a gun store. Literally a psyker melt-down. kids Puppet show: Emperor vs Horus in a punch and judy style (heresy or not ?) STC and archaoetech sitting around on sale in pawn shops. 12 factions of Ad-Mechs, stymied into a 6 to 6 deadlock where nothing gets done, and in walks PC explorator with Good-Rep:Peer Ad-Mech, and that Ad-Mech rolls Natural 1 on success with his Fellowship versus them. the arch militant, before a combat, said "Wait, What's our plan here" (as opposed to usual guns blazing) HIVE MAP https://drive.google.com/file/d/0B646HAX7vVpGRVlIdjVpbXVJVmNzVF9jZDhDWWQ2OFprR0lR/view?usp=sharing (stolen) one hex = 1.5 km across. each hex is basically one arcology. each color is one faction of ad-mechs who run the infrastructure. this is the ground floor, other factions run things up-hive, where more genteel folk live. all the maintenance, industry, and manufacturing is kept low as possible in this hive. quite a pretty hive, actually https://drive.google.com/file/d/0B646HAX7vVpGYkp2OGc1MFpPems/view?usp=sharing
  19. SKULLJAMMER THEATER There is a warp dimension, beyond that which is known to the common man. It is a space-lane as vast as the galaxy and as timeless as infinity. It is the middle ground between light and shadow, between science and heresy, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area traversed by the HMS Skull-Jammer .... See that's the beacon up ahead—their next stop, the Skull-Jamming Zone. Popular and well-written anthology series where weekly shows cover different parts of a Rogue-Trader's crew, and the different pitfalls, both real and imagined, that plague them. They had tales set in the warp, on EVA spacewalks, in the crew cabins, on the bridge, on strange planets, and even one episode where a passenger was convinced that a warp entity was perched just outside his port-hole. CyberMastiff One-Oh-One Hijinks ensue when a clerical error reassigns one hundred and one black-n-white cyber-dogs to a sleepy precinct of the arbites, and that station only has two handlers, a young pair of officers (one male, one female) who of course have to work together constantly to ensure that chaos (either literally and/or figuratively) does not come to their neighborhoods, and they try to keep all those dogs maintained, in order, and on the job. Some of the lovable robo-mutts are convinced they are bomb-sniffers, some think they should only look for drugs, some are not happy unless they tear a limb off someone each day, and some just want to sniff every crotch in the precinct.
  20. Campaign is still alive. We are back up to 5 regular players. New life blood instilled ! Sixth month of campaigning. woo hoo. almost a new record. log book here: https://docs.google.com/document/d/1CASLQmgPkWnr9Maxq--nUSSF852_k_q1frReasWcq0k/edit?usp=sharing
  21. http://gameroid.blogspot.com/2007/04/heretical-engineer-constructs-illegal.html I've used Slann several times. For their stats I averaged a Space Marine with a Lizard-Man. this was pre-Lodge Guide, however.
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