Jump to content


  • Content Count

  • Joined

  • Last visited


About SmokedHalibut

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    , Cardiff, United Kingdom
  1. Well I have no idea what happened to the formatting there
  2. Captain Harlock said: On an other point it might be worth reminding that when the ship weighs anchor about a planet with decent docks, the resupply is done by the planet and its dock ships a docking guilds, just like in the age of sail. The Halo Barges and the lighters are more for the rogue trader to set planet side and steal a couple of tons of archeotech or send a small raiding party, not for major resupply runs. Yes that is true however there being no hint of these ships in the game is a real problem. Not every RT is out there dealing in tiny quantities of goods. Some want to take whatever bulk cargo they can get their hands on as it's all profit. As for raiding, even if the Halo takes 40 passengers and 40 tons of cargo as some are saying, that's still one APC. It'd take a lot of trips or Halo barges to a significant number of troops which is what you need to do if you're attacking anything more than a feudal society. Manunancy said: When thinking about transport I've looked a bit over stats to try to figure out what volumes of merchandises are to be transported. On thing I did was to look up statistics on transport. As of 2007, the USA transported a little under 11 billions of tons of goods for 300 million peoples - which makes roughly 35 tons a year for each person to support in a modern economy. Since a starship comes quite close to a city, these figures can help setting a guesstimate of the amount of supplies to be moved to crew, fuel, feed and maintain a ship. Applying them to a cruiser would net about 3 million tons, roughly 10% of the ship's tonnage. Applying it to other ships ends up with numbers in the same range - betwenn 5% and 10% of the ship's tonnage. And close to one Halo barge per crewmember per year. Thanks that's very helpful information. If a light cruiser has 65,000 crew that's an awful lot of trips to resupply it. Even if they were using 10% of the goods a US citizen does it's still 6,500 trips. With the best will in the world that's going to take an awfully long time. Gribble_the_Munchkin said: I've house ruled this so that my parties cruiser has several bulk haulers that can carry several hundred tons. They can get three leman russ tanks in each, nsoe to tail. Each is sufficient to land a few hundred troops, although for troops they have some smaller ships that carry about 100 men that are more manueovrable in orbit. Arvus lighters, as written seem utterly worthless, too small to move cargo or large numbers of passengers. Again, i;ve ruled Argus lighters are small cargo haulers but they hauler a **** sight more than their rulebook loads. I agree. This is the only sensible solution. I shall pick a name for a sensible sized class of bulk transport capable of deploying actual tanks since by definition the Imperial Guard/Navy must have them and most if not all warp capable ships must need to use them to resupply. As for Fulminarex's comments I disagree entirely. We aren't discussing such things because we all love the idea of getting down into the nitty gritty of Imperial logistics. When my players tell me they want to land a regiment of troops to invade a 20th century tech level planet I need to be able to provide them with a description of how that's done. I need to know some limitations so they can enjoy figuring out their plan of attack. I can't just say they can just do it. It's up to the GM to set the scene in a roleplaying game. Being able to describe the world and setting well is very helpful and brings it to life for the players. One thing I love about (good) pre-written campaigns is the flavour text that you can simply read to players that gives them a sense of immersion you cannot get by simply stating that cargo is moved to the ship. If for one have some players who aren't at all familiar with GW's IP so I need to give them some of the flavour and scale of the world in order for them to understand it and visualise it. None of us have to run our campaigns the way anyone else does Fulminarex but whilst you aren't going to offend me some of your comments weren't really constructive.
  3. Nothing to stop you using the Blood Ravens. Did they do a Dawn of War novel at some point? Or perhaps a game guide might have some extra info about them in it? Not the most interesting chapter IMO but if you've got a lot of DoW players they might like seeing names they recognise.
  4. Dalnor Surloc said: My PCs are getting 6 degrees about 1/2 of their hits. Just with - Lock on - RT boost - Put your backs into it -Short or PB range -Really high BS of AM I really need to run some practice space combat sessions with my players because the rules as laid out are not particularly helpful. There's an awful lot of actions you can take, I find myself flipping back and forth a lot between the weapon stats and the various stages of combat. I'm sure it's fine if all the players have a copy and read it but in my group it's about as fluid as a pint of custard at the moment.
  5. The US army currently uses an APC called Stryker which weights about 19 Tons. It has 2 crew and carries 9 soldiers. The Arvus Lighter in Into the Storm says it'll carry 12 people or equivalent in cargo. That's less than 1.5 tons even if those are pretty big people carrying quite a bit of kit. So it's basically a flying minibus. The Halo Barge on the other hand is a mass hauler. It can carry 40 people or 40 tonnes of cargo. Quite how that equates I don't know. So it might be able to carry two (relatively small) APC's. Probably not 2 Chimaeras or Rhinos. The permitted gross weight of an articulated lorry in the UK is about 44 tons. That's the type of lorry they use to deliver food to supermarkets. I am having difficulty seeing either of these vehicles as realistic cargo haulers. Should they not be significantly larger in order to supply ships which have tens of thousands of men aboard? Here's some info about the old warhorse the Hercules transport plane: "Cargo Compartment - The C-130 can carry more than 42,000 pounds (19,051kg) of cargo. Rollers in the floor of the cargo compartment enable quick and easy handling of cargo pallets and can be removed to leave a flat surface, if needed. Five 463L pallets (plus a ramp pallet for baggage) may be loaded onto the aircraft through the hydraulically-operated main loading ramp/door assembly located in the rear of the aircraft. The ramp can also be lowered to the ground for loading and unloading of wheeled vehicles. Tie-down fittings for securing cargo are located throughout the compartment. In its personnel carrier role, the C-130 can accommodate 92 combat troops or 64 fully-equipped paratroopers on side-facing, webbed seats. For aeromedical evacuations, it can carry 74 litter patients and two medical attendants. From 10 August 1990 to the cease-fire, Air Force C-130s flew 46,500 sorties and moved more than 209,000 people and 300,000 tons of supplies" The Arvus in my mind equates to a Ford Transit van or 2 ton lorry. The Halo Barge is a mere articulated lorry (the size capable of carrying a shipping container for instance). Surely the Imperium of Man would rapidly tire of such relatively small vehicles for equipping such large ships? Not to mention that you couldn't fit a tank in either of those. The British Armys Challenger 2 tank weights about 70 tons. I see no reason the Imperiums tanks would be any smaller or lighter. As it stands a Rogue Trader wanting to land a battallion of 1,200 Imperial Guard would end up making 30 trips in Halo Barges to drop his men. That wouldn't include any support vehicles or personnel, armoured personnel carriers, rations, extra ammo and so on. I'm afraid I couldn't find an article that quoted the consumable supplies a modern army needs on a daily basis but I'd be willing to bet it's quite a lot. There have to be larger vehicles than this available else the Imperial Guard simply can't operate. Are there any mentioned in the fluff? Does anyone recall if Arvus Lighters or Halo Barges are noted as shifting tanks and the like?
  6. The power axe described in RT states it has a shorter haft but it seems like it's probably a 2 hander to me. The Omnissiah axe has very similar average damage but a considerably higher max damage. I'd probably go with the Omnissiah axe myself. Also you say 'hell pistol' but the book says 'hellgun' just so you're putting the Basic weapon rather than Pistol weapon into it. It's a pretty nice bit of kit!
  7. LETE said: In several intances I've seen mention of extreme lifespans for 'notables' of the Imperium - upwards of 300 years or so in some cases. How official is this "fluff"? How common? How do you guys/gals rule this (are there rules somewhere on this)? Astartes are functionally immortal but unlikely to reach great age as they never retire. Sooner or later they're going to take a heavy weapon to the face and it's game over for them. Even before the Astartes though the Emperor was using rejuvenation/life extended biotech on his soldiers and allies. There's several characters in the Horus Heresy series who have been with him for centuries since he was on Terra and pre-date his creation of the primarchs and therefore the Astartes. You don't really need this for a Rogue Trader campaign though unless you're going to skip large chunks of time (or play for a very long time!). If you wanted to have your players skip 50 years of play, give them a few thousand exp and shunt them along in their story that's not unreasonable. They and their key servants could certainly have received juvenat or other treatments which would keep them alive for several centuries. I would suggest that any juvenat treatment (effectively rejuvenating parts of your body that are suffering from aging) takes several months and requires Ad Mech assistance. You could decide that there's a chance the medicae have to fit someone with something cybernetic to cope with an organ or limb that's just beyond their capability to regenerate. They might even find Archeotech that can help them significantly. A limited supply of blood supplement for instance that gives them an enhanced version of Auto Sanguine (same effects but dramatically reduces speed of aging).
  8. llsoth said: I do not believe the rarity of an item was meant to show in absolute numbers how many of an item there are. Rather how rare/hard they are to get for YOU. Yup. Just because there's 100 Land Raiders in the system you're docked in doesn't mean the Astartes will let you drive off with one. They're going to be Unique in game terms. As for a Ratling chef - if he's only normal quality then he's not very good Import an expensive chef and get a bog standard Imperial Guard ration pack menu Enough to hugely embarass the Rogue Trader at his first Captain's table with VIP guests
  9. Graspar said: Why do you say it's not recommended for game balance reasons? Because the exotic weapons are all a) completely and utterly different from each other and b) have exotic capabalities/are very powerful/extremely rare. Not only does it make no sense that knowing how to use a Harlequins Kiss would help you use a ummm <exotic weapon here> but it'd be grossly overpowered. Pistol works as a class because most pistols operate in very similar ways, point, shoot, reload, nothing particularly complex about them.
  10. Well it's up to the players what they want to hunt and when. Unless you put something more dangerous out there that they don't know they're going to face. Maybe another rogue trader knows they're going hunting and deliberately releases something they don't have the weapons for?
  11. Because my recollection is they published the Harlequins in White Dwarf and then some time later the Aspect warriors which seemed to be en masse version of the Harlequin types for instance Death Jesters and Dark Reapers. I think Harlequin are a much more interesting antagonist for the RT than the rather dull and bog standard Aspect warriors.
  12. Maybe they turn up at a planet to find that the locals are terrified of the big beasties that live in the woods. Then when they go to hunt them they're not big mysterious beasties at all. They're just* Tyranids. *For a given value of 'just'.
  13. I don't think the Imperial citizen on average is any more violent than we are. Certainly the Imperium is always at war. But many planets are not involved in wars directly. The Imperium is always involved in a serious war because it's so large, not because that's the lot of every single citizen. Regardless during wars citizens don't all start beating each other up on a regular basis. If anything they band together to defeat their enemy. The Imperium isn't lawless, far from it. How tough a citizen is depends entirely on their own life. Whole worlds are dedicated to producing food for other worlds. Those aren't rough tough worlds they're abundantly fertile world where their entire life is spent growing things, not indulging in Necromundan gang wars (which isn't what everyone on Necromunda does!).
  14. miss dee said: How about the squad goes back in time to the heresy and have to find a way back without fracking the timeline. Well probably they'd want to save the Emperor because the timeline they live in wasn't really part of his plan. The kill team board a space hulk and find evidence of genestealers having been on it. They also find semi-functional navigation equipment which can show them where the space hulk has emerged from the warp in the past. They're then tasked with visiting those Imperial systems it's been in or near and looking for tainted populations. There's several planets/systems that have been seeded and the older the infestation the more advanced it is with some being bad enough to have reached 4th gen hybrid stage. You have a variety of types of story you can tell with that as they will need to purge some small infestations and may even need to employ Exterminatus against the worst (after rescuing any valuable items/people of course....). The kill team find evidence of a Rogue Trader's dynasty having involvement with the Eldar. Do they punish them for exceeding their authority? Do they side with the rogue trader who brings tidings of dire future events (a future invasion of orks/tyranids/dark eldar/something worse). Will they use their guns or their heads to deal with the threat? Personally I don't want to play a game that's purely about combat. Space Marines are so much more than just goons with guns.
  15. I wonder how many people would have been willing to pay the inflated shipping to have it sent directly from the printers by air mail?
  • Create New...