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Blood Pact

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Posts posted by Blood Pact


  1.  

    My character's marriage plans seem so much less ambitious now that I've read these two threads...

     

    All my Rogue Trader wants is to find a nice woman from the planet Catachan who's classy, not bad to look at, and can rip the spine out of an Ork. He wants someone who can shrug off assassins like she's made of teflon.


  2. But yeah, not warning the Primarchs about Chaos seems to have been a serious oversight. His handling of Lorgar was also rather poor, especially since according to the Horus Heresy novels, Lorgar and his legion were the first to go over to Chaos.

     

    Slight correction.

     

    Lorgar had always fell to Chaos before Horus (and took his Legion with him), it's not just something created with the novels. Neither was the cause, though before the novels it was always left in vague terms, how exactly the Emperor rebuked Lorgar for his worship.

     

    Things they did add, was the complicity of Erebus and Word Bearers in the corruption of the Warmaster and other Legions.

     

    Side note: same with Typhon of the Death Guard. Was a chaos worshipper before the Heresy, before the novels touched his story.


  3. I don't have a source for it, sadly, but I doubt that, with the demand for Cadian troops, both to serve on Cadia, and to fill the numerous requests abroad for the best regiment in the Imperium (I agree, you might not), that Cadia can't afford to lock up half their population in the "baby manfactoria". More likely, I imagine that young women fight in the forces, and as they get older, say into their 40's, and later, when many people aren't quite so fighting fit, they are withdrawn from the Guard/PDF, and breed, as women can breed into their 50's, and I assume that the Imperium might have some drugs to help these later pregnancies be more easy, frequent, and successful. This is my own vision, certainly, but I like Cadians, and so I often view them as great, and less segregated than many forces. I don't know the canonical truth.

     

    I agree that they don't lock up Cadian women in baby factories, to keep their population up.

     

    But I wouldn't be surprised if Cadian regiments tended not to be mixed-sex, and that the female ones do not get sent far from home, if at all, so as not to add to the high attrition rates the planet no doubt sees. That being said, this doesn't necessarily result in a sexually oppressive society, considering many 'warrior cultures' of the past tended to cede considerable authority to women, due to the male focus on fighting leaving them little time for management of the household, or other important issues (the Spartans, and the Iroquois, for two examples).

     

    Of course, not only is this the Imperium we're talking about, but Cadia. Despite the possibility of Cadian women being planetbound (which is the way things are for most people anyway), they undoubtedly fill a variety of roles in the economic, industrial, and military infrastructure of the planet. Considering that someone who isn't working, and who is incapable of fighting, would be a drain on the overall 'war effort' that is life on the planet, so women certainly aren't going to be spending their entire lives in pregnancy after pregnancy. I could even see Cadians take life, and sex, more casually as a consequence of where they live. Someone is shipping off with the Guard in a week, and you'll never see them again? Happens all the time, no harm in giving them a tumble, ya never know when the next Black Crusade will hit and you'll all die.

     

    I can't remember if it was from a novel, or the IG codex, but something like 1 in 5 Cadians who are qualified to be Imperial Guardsmen, are reserved for regiments assigned permanently on planetary defence, as well. So there's not exactly a shortage of Cadians, on Cadia.


  4. Regarding Lorgar, while the Emperor could have handled that situation better, there was probably nothing he could have done with Lorgar short of killing him.

     

    Consider that after the Emperor breaks his spirit, he runs off to the Eye of Terror, meets Chaos, and eventually leans allll about it, including how horrible it is.

     

    And his ultimate conclusion is?: "Well, they're Gods, so we should worship them no matter what. Because."


  5. Well it started as a houserule, I think. And it got stuck in my head simply by me considering PF to be just another modifier... which it isn't I realize.

     

    It hasn't mattered too much, considering we've been able to make plenty of rolled acquisitions (which we'll be making less of now that we've done so catastrophically).


  6. I've never heard of a restriction on vehicles from the starting acquisition.

     

    My personal favorite is always a pair of Belasco Dueling Pistols. At Very Rare (-20), it's within the scope of a starting acquisition, even if your GM doesn't count a matched set as +30. You can toss them when something better comes along, but as I said, they're my favorite.

     

    My current c haracter's pair is Best Quality with red-dot sights, which he's carried with him forever. And I'm thinking we might be able to rig them up to my new power armour so ammo is no longer an issue (and thus, I can give them the upgrades that cut my ammo in half).

     

    Also, sorry to side-track, does anyone remember what book those 'holy' lasgun power packs are from? I'm currently combing my DH books, trying to remember where it was.


  7. Min-maxxing the ship offends my sensibilities as a player. And probably my GM as well, since he's not likely to let such a one-trick pony get by for long and knows how to beat such cheap and cheesy tricks. Besides.. seriously, macrocannon spam got nothing on my RT's ability to talk people into loading his ammo supplies on board their ship, thinking it's his cargo.

     

    As for the infamous PF machine posted above, I wouldn't let it last one session before a pirate ship ran her down and looted her, and the players would deserve every second of pain for passing in something like that.


  8.  

    Btw, anybody else think it was weird to have two of the founding legions have iron in their name? Or wolves for that matter, why two wolf legions?

     

    And two Angels? It's because the concept evoked resonates with one of the core aspects of what the Astartes are; they might be the emperor's chosen, but deep down they are still brainwashed supersoldiers only somewhat distanced from their savage upbringing. Depending on the Legion, these traits are more or less emphasized, so some where angelic, some where grim-faced warriors, some where little more than savages

     

     

    The names are actually a hold over from Rogue Trader days, where the background for the Space Marines (and most of the setting) was completely different from what it is now. They held on to them because people liked the colour schemes/names of their armies, and that way no one would have to change them.

     

    Leman Russ was actually just a 'regular' space marine general back then (albeit a badass famous one). Which is why he got a tank named after him.


  9. Well, it's good to remember that while Tzeentch is the master of manipulation, it doesn't win all of the time. Mortals have that pesky free will, and there's just so many variables to keep track of (also it'd be total BS to say that).

     

     

    And as for the Cabal, I think they lied to the Alpha Legion. The phyric victory for the Imperium and the 10,000 years of stagnation it would bring with it, as predicted by the Cabal, happened more as a result of their actions than anything they would have done to the contrary, if they had sided with the Emperor instead of Horus. They helped bring about the future they were trying to avoid (as is often the trope), and they did that directly as a result of the information passed to them by the alien Cabal.

     

    A group which contained many races that were openly hostile to humanity, if not merely dismissive of them because of their relative age. It's entirely possible, and more than a little bit likely, that they tried to eliminate humanity and chaos at the same time (because why do they care if chaos is gone, if humanity wipes them out afterward?).


  10. I must thank you all again for all the help. My group and I aren't getting the ship as soon as we thought, because our GM feels we haven't been punished for our carelessness enough (to be fair, we really deserve it). Which gives us more time to plan out our ship design.

     

    The armoured prow is something I hadn't of at all, but makes a lot of sense, as the ship doesn't have guns on its sides anyway, so is free to keep it front toward the enemy.

     

    Another idea we've kicked around lately is Mars Broadsides and a Bombardment Cannon (possibly good quality for all, to save on space). With enough additional toughness for the ship to speed into range and begin chewing its target apart with concentrated fire.


  11. Current group objective is to make money. Which I'm going to funnel into building a new fleet, so my Rogue Trader can possibly survive the whole debacle that led us up to this point (our group lost everything we weren't carrying, and created a powerful threat to the Imperium in the process).

     

    The Bridge allows me to use the escort bays to work toward profit as well as combat, with the right craft on hand. And a hold and/or lighter bay is my thinking to further expand on that money making potential.

     

    And you're right about no1 having enough Orks for more than maybe 1 fighter... which is why I'm going to get more. My Rogue Trader specialized in crazy plans, and spinning some BS in his favour if that doesn't work... and I created such a mess that the Inquisitor doesn't care about a few Xenos on my ship (yeah, it's that bad).

     

     

    Maybe I could do something about making the ship more stealthy? Run silently, laying out in wait among debris or other good places in a system, letting the attack craft do their work.

     

     

     

    And all that said, we haven't ruled out going with another option than a light carrier. With 40 PF left (rolled 60 to start with, so we kinda got carried away with being ridiculously wealthy), I'm willing to burn it all the way down to 20-25, if it gets us an excellent ship. My RT has several bargaining chips, and enough moxy to get himself a good price at Port Wander. The ship we're getting is from the Dynasty's fleet though, of an unknown light cruiser hull with only the essential components supplied. As the heir apparent he's made everyone look bad, and they're taking the whole affair very seriously (fail again, and he's getting tortured forever).


  12. You can carry a max of 3 squadrons times launch bay strength.

     

    You're probably right about the math, it was very rough (but also didn't include the lighter bay, and maybe the sunsear afterall).

     

    And as for the fighta-bommerz and how I'm going to have them built/used. Well, I have an Ork on my ship for that.


  13. I hate making threads like this, but here you have it.

     

    My group and I have screwed up horribly and made a mess in the Koronus Expanse, and since I lost my last ship I'm being given a Light Cruiser now (it sounds like failing upwards, but it makes sense in context). I don't know which hull it's going to be yet (basic idea is workable with all of them, and while we'd all love the Secutor, we're not holding our breath on it).

     

    My group and I are pretty settled on making a mini-carrier, with 2 Launch bays, the Bridge, and the Pilots Chambers and Repair Bay. While it makes us vulnerable to guns, with 2 PCs wanting to become pilots, and a whole host of NPC attack craft, it seems like a good choice (leaving me and the Explorator to man the ship).

     

    For the remaining weapon mount we hadn't talked it over, but I figured I'd go with the good old Sunsear battery since it has a nice long range as a reasonable economy. We're not using mathhammer rules for starship combat, for reference. And if we end up with a spare weapon mount (and enough remaining funds), perhaps some Bombardment Cannons, to bring the pain to anything getting too close, as well as planets that piss me off (there's a few at this point).

     

    We've made a list of possible other bits to add too. Since one of my last ships was lost to boarding that means a Tenebro-Maze is on the short list. And since I now have my very own Inquisitorial minder (who I can't just kill), I'm thinking a temple and/or hymn broadcasters would also be good additions. And other various bits like flak turrets, field bracing, fire suppression make the list as well since I have an eye toward being a bit more survivable in combat this time out.

     

     

    Mainly what I'm asking for is advice on what numbers of attack craft I should take, as well as other additional ship components...

     

    For attack craft, I had a loose idea of 3 squadrons of fighters, 2 of bombers, and the last one maybe a squad of Gun-Cutters (to use as multi-purpose scouts, heavy transports, and survey ships)? One of my crewmembers will be assembling fighta-bommerz down in the cargo hold, so that craft losses can eventually be made up for, they won't be available for combat, but we can transfer one up from there in at least a day.

     

    Alternatively, take another squad of fighters or bombers, and install a Lighter bay for the non-combat launch capability and storage for the gun-cutters.

     

     

    As for additional components, while we're all having an eye toward survivability and competence in a fight this time, we also know we're hemmoraging Profit Factor, so trade is in order as well. I'm thinking being able to do some light trading (or privateering) would probably be the best, so we don't have to sacrifice our ability to fight. If we took everything on our short list (everything for a mini-carrier, plus the sunsear, temple, and tenebro-maze) we're left with about 12 space on even the smallest of the Light Cruiser hulls, with more than enough power to spare.

     

    (oh, and there's no way we're going to be able to fit archeotech or xenotech on it at this time)


  14. Currently my Rogue Trader is on his 4th ship, having lost 3 previously (one was backstory).

     

    The Pride of the Blood

     

    The first ship of the De'Canth family (I stole the last name from the 'official' list of RT's, cause I liked it), the Pride of the Blood was awarded to the first Lord High Trader. Their Warrant of Trade signed by the first Council of High Lords, charging them with cruising the breadth and depth of the Segmentum Obscurus, establishing Imperial rule on those worlds that lost contact during the Heresy or had never known contact with the Imperium to begin with, and rooting out and destroying any and all traitors encountered during said journeys.

     

    The humble sprint-trader acquitted itself well under the reigns of its master, gaining a reputation for doggedly pursuing rebels and profit alike, such that the De'Canth family sits astride the Segmentum, with scions holding office in numerous courts and Adepta, or even holding Governorship of their own worlds, as far flung as the family may be.

     

    The Pride of the Blood was since stolen and consumed by a Daemon, broken down for spare parts so that its mass could be combined with that of another ship, and reformed in to something more terrible. Its Captain and heir apparent of the family Warrant has sworn revenge.

     

     

    Orion-Class Transport

    Speed 10 (12 in Combat)

    Maneuverability +23 (+35 in Combat)

    Detection +5 (+10 in Combat)

     

    Turret Rating 1

    Shield 1

    Armour 12

    Hull Integrity 35

     

    Lathe Pattern 2a Plasma Drives

    Strelov 1 Warp Engine

    Vitae Pattern Life Sustainer

    Warpsbane Hull

    Repulsor Shield

    Combat Bridge

    Voidsmen Quarters

    Main Cargo Hold

    Mark-100 Augur Array

    Xeno Habitats

     

    Complications/Past History : Wrothful, Turbulent

     

    Dorsal : Sunsear Laser Battery

    Keel : Mars Pattern Macrocannons


  15. It was Brotherhood of the Storm that really solidified my interest in the White Scars. It pushed them past the whole 'space mongols on motorcycles' concept that was the basis for their inception.

     

    Scars took things to the next level, since when I read the author's comments I was suddenly struck by how they were always an obscure spot of 40K lore, and that aside from being a key part of the Defence of Terra, we knew next to nothing of their actions, or their Primarch.

     

    Also the Alpha Legion were made pretty **** cool too, even if you don't like the possibility that they might be double-super-secret-not-traitors(..maybe).


  16. If you're willing to take the novel as canon (cause I can't recall any other depictions of them), the Silver Skulls have a Librarian-Chaplain hybrid who are all about predicting the future to best guide their officers, and have a lot of power within the Chapter as a result.


  17. If I wasn't clear, then yes, the carrier seems overloaded.  Your people have 4 bays at STR 2 each, meaning STR 8.  Their capacity is 24 squadrons.  You said they run 14 fighters and 10 bombers.  That's 24 squadrons.  There is no more room for aeronautica.

     

     

    They shouldn't be available for combat, but in theory it wouldn't be impossible to house additional craft.

     

    I asked my GM about this for a current idea. And he was fine with me using my cargo hold to keep extra attack craft, just that they'd take a at least a day to move up from the hold and into the launch bays, each. Which is fine when you're keeping them for spares and replacements.


  18. I've always thought a Battlebarge more of a specialized Battleship. Though since we don't have rules for them, Grand Cruiser works well enough in this situation.

     

    Thankfully we have Battlefleet Gothic to use as a rough guide for how things work regarding Astartes ships. We know they're generally faster and more maneuverable, and generally more advanced than ships usually are (I doubt you have people hauling guns in to position with chains, on an Astartes ship, but then again... maybe they do?).


  19. While I wouldn't write the Devourer out of canon per se. I usually only relegate old stuff to the dustbin if there's direct or tertiary reasons why it should be, (IE: retconned, or doesn't mesh with current setting theme).

     

    I'd say it's just not the standard Imperial method of landing troops, because it's not a cargo hauler (remember even the techiest of modern armies use regular ol' C-130's for transporting tanks around when speed is more important than economy) but a specialist assault lander, reserved for hard targets, assuming it's not some hard to replicate piece of archeotech.

     

    Meanwhile the things they usually use to bring Imperial Guard forces to the surface of a planet are no different than the huge bulk shuttles that you'd see in an interstellar trading hub (which you can generally assume your ship has several of).


  20. But how would you explain Holy or Blessed weapons? Can’t recall the exact name, but isn’t there a weapon quality that has a very real effects on Daemons (like ignoring their Daemonic trait bonus or something)?

    Would this be purely the result of psy-engineering, like a force weapon? Thus making the Psykana the major source of holy weapons?

    Or would it be purely the faith of the wielder that his weapon is holy, which is enough to convince a daemon since they are themselves products of emotions/nightmare/belief? Which would make the Ecclesiarchy the major repository of holy weaponry?

     

    I think it's a fair assumption that such things could still be powered by the warp, and created through the faith in such things that the untold billions of humanity possesses. Especially if we remember that the Emperor isn't entirely idle/tied up with battling daemons for eternity.

     

    Sororitas are supreme ascetics and devotees to the Imperial Creed, moreso than perhaps any other branch of the Imperium (it's why they and probably the Grey Knights are the only groups able to claim none of their members have ever fallen to Chaos). Becoming a focus for the growing warp presence generated by the faith of most of their species doesn't seem such a radical idea. Anymore than an object being imbued with such powers. I don't think any random priest could bless something, even temporarily unless they were unusually pious. But if you go to a Cardinal World, and get something blessed during high mass on a holy day? Yeah, I think that might help if you plan to hit daemons in the face. Frankly, it's something you should do anyway, if you're playing a character who is devout.

     

    And the line of reasoning that it can't possibly be a 'faith' powered effect (still channeling the warp) can also lead to us labeling every Imperial Saint who ever performed a miracle as a rogue psyker. Which includes such notables as Sebastian Thor, who I imagine received lots of scrutiny from the Inquisition.

     

    But I think a psyker, properly trained and possessing the right mindset, could probably generate a 'blessed' effect with their power. Much like some daemons are specifically anti-daemon. A psyker wielding anti-warp powers isn't so strange (using them against other things from the warp is a big part of why the Imperium tolerates them, while chaos psykers have other means of hurting daemons).

     

     

    And hell... no one bats an eye when we talk about the Orks super-charging everything they do with their gestalt psychic field.

     

     

    (also, let's not go breaking ceasefires here... I have no desire to go back to the rather venomous arguments of old that could erupt because of differences in headcanon, and.. 'debates' about which of it wasn't just headcanon)

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