Jump to content

WilliamAsher

Members
  • Content Count

    270
  • Joined

  • Last visited


Reputation Activity

  1. Like
    WilliamAsher got a reaction from spector in Miloslav Warp Engines   
    I find the entire worry about the Milslav drive funny.  You do realize that while it allows faster travel, ships equiped with it will have more encounters per actual days in the warp?  That means if you spend 300 days in the Warp you will travel further, but have 40 more encounters (66% more).  That is the risk of the drive, and why you don't see it on every transport or Imperial Navy ship. Transports are less likely to be able to handle the extra encounters, and the Imperial Navy puts reliability before performance as a rule.  For shorter range transport runs it is actually not worth it, as most of the time is spent traveling to the planets and loading/unloading.  For Rogue Traders I imagine those who are willing to take the risks have it, those who have more fear of the Warp dont.  I have modifed several RT ships in the books so that they have it, while leaving it off of others.  If you ignore Warp Encounters most of the time, you should pay more attention to them when a ship has such a drive.  If you really need to 'ballance' it further, I would simply provide a +5 or +10 modifier to the encounter table in Navis Primer (or -5 to -10 in the core rulebook).  That keeps the idea of a faster, but more dangerous, drive without overly penalizing the players. 
     
    Of far more concern to GMs should be the Warpbane Hull.  It provides a +10 to Navigation (Warp), which not only makes trips safer but usually halfs the travel time as well.  It also lets the players roll twice for encounters and choose one.  That is extremely valuable.  It costs SP, but every ship my players ever get is refit with one ASAP.  It is even completely orthodox and would actually be seen as a sign of piety.  It is only a -30 Aquisition to take later, so players can find one a lot easier than the Best Macrocannons they paid for with SPs if they wait til after the game starts.  It is also (realistically) a much easier component to add later than a Warp Engine.  Of course it is perfecly legal to match it with a Miloslav Drive and a Runecaster for heretically fast ships...
     
    On the note of difference in ship travel times, remember that anything that gives the Navigator a bonus also speeds up the ship.  There are several components, as well as many different player choices, that can do so.  I find it better to simply use GM fiat to say that the other RT had better maps, or rolled well, or had a component they didn't know about to allow them to keep up. 
  2. Like
    WilliamAsher got a reaction from Decessor in Star Ship build times.   
    I actually have some pretty set rules for construction time, as my players have massive shipyards over their main colony (Size 10 colony with two support upgrades devoted to the shipyard, with two more support upgrades on other colonies supplying components).  They primarily build transports and raiders, while refiting larger hulks.  For this I use a formula based on SP cost of the final vessel.  The idea being that more complex ships require more time to construct.  I then multipy SP by the following modifiers:
     
    Transport           1 Month
    Raider                2 Months
    Frigate               3 Months
    Light Cruiser      6 Months
    Cruiser               1 year
     
    This gives a 3 year build time for well equiped Vagabond Transport, 6-8 year build times for Hazeroth Raiders, and a little less than a century for a well built Cruiser.  I allow up to 8 'yards' of construction to be in use at once per size 10 Colony Shipyard Upgrade, with a Transport taking 2 'yards' and a Cruiser taking 8 'yards'.  This means that the players can have several smaller ships under construction or a single larger ship.  So far it has worked for my game. 
  3. Like
    WilliamAsher got a reaction from Alasseo in Star Ship build times.   
    I actually have some pretty set rules for construction time, as my players have massive shipyards over their main colony (Size 10 colony with two support upgrades devoted to the shipyard, with two more support upgrades on other colonies supplying components).  They primarily build transports and raiders, while refiting larger hulks.  For this I use a formula based on SP cost of the final vessel.  The idea being that more complex ships require more time to construct.  I then multipy SP by the following modifiers:
     
    Transport           1 Month
    Raider                2 Months
    Frigate               3 Months
    Light Cruiser      6 Months
    Cruiser               1 year
     
    This gives a 3 year build time for well equiped Vagabond Transport, 6-8 year build times for Hazeroth Raiders, and a little less than a century for a well built Cruiser.  I allow up to 8 'yards' of construction to be in use at once per size 10 Colony Shipyard Upgrade, with a Transport taking 2 'yards' and a Cruiser taking 8 'yards'.  This means that the players can have several smaller ships under construction or a single larger ship.  So far it has worked for my game. 
  4. Like
    WilliamAsher got a reaction from Errant Knight in Squadron Acquisition Rules   
    I actually prefer to us the BFK rules for buying units.  The Squadron (+10) of Fury fighters would be an Heavy (-20) Air Unit (-30), Volunteer Skill (+0), from a Technological (+0) or Imperial (-10) world, for a total Acquisition modifier of -50.  If you wanted pilots with better than a 30 skill you would buy up the skill level, up to Skill 60 at a total of -80 Acquisition.
     
    It actually makes calculating a variety of troops relatively easy while allowing enough variety for even the more unusual units.  I assume that if the players are paying only for the vehicles they are going to be coming without trained crews.  Not really an issue for a single shuttle, but a little bit more important for fighters and bomber.  This also provides ground crews and supplies.  Heavy fighting may require an upkeep roll, but if you are using the fighters off of a starship I assume that is included with the various casualty rolls.
  5. Like
    WilliamAsher got a reaction from Radwraith in Founding a Forge World   
    My last campaign lasted about 2.5 years of play time and met every weekend for 4-8 hours of play (nightshift workers who really like to game).  By the end of the campaign they were about rank 8 and had about 10 major colonies.  The Engiseer/Magos of the group focused on developing Mechanicum colonies while the rest of the party was more focused on developing 'perfect' Imperial colonies.  In game time the campaign took place over about 80 years, and they had four size 10 colonies (including two Mechanicum Research colonies).  I basically took the mechanical rules for normal colonies and adjusted the names to fit Mechanicum titles.  Instead of a Ecclesiatiarchy Mission they had Data Temples.
     
     The players were very focused on developing their own subsector in the Expanse, and overall pretty successful.  At the end of the campaign the players had managed to sort of recover a number of STCs, mainly by using bits and pieces from various sources and a very 'experimental' approach.  The Magos was able to turn that accomplishment and some serious work he did helping the Mechanicum into getting his 'Forge World' recognized by Mars.  Note that this involved a number of storylines around recovering STC fragments and rooting out problems in the Mechanicum in the Calaxis sector to build political capitol. At that point I moved, but we may pick the game back up over Skype/RollD20.  
  6. Like
    WilliamAsher got a reaction from Egyptoid in Founding a Forge World   
    My last campaign lasted about 2.5 years of play time and met every weekend for 4-8 hours of play (nightshift workers who really like to game).  By the end of the campaign they were about rank 8 and had about 10 major colonies.  The Engiseer/Magos of the group focused on developing Mechanicum colonies while the rest of the party was more focused on developing 'perfect' Imperial colonies.  In game time the campaign took place over about 80 years, and they had four size 10 colonies (including two Mechanicum Research colonies).  I basically took the mechanical rules for normal colonies and adjusted the names to fit Mechanicum titles.  Instead of a Ecclesiatiarchy Mission they had Data Temples.
     
     The players were very focused on developing their own subsector in the Expanse, and overall pretty successful.  At the end of the campaign the players had managed to sort of recover a number of STCs, mainly by using bits and pieces from various sources and a very 'experimental' approach.  The Magos was able to turn that accomplishment and some serious work he did helping the Mechanicum into getting his 'Forge World' recognized by Mars.  Note that this involved a number of storylines around recovering STC fragments and rooting out problems in the Mechanicum in the Calaxis sector to build political capitol. At that point I moved, but we may pick the game back up over Skype/RollD20.  
  7. Like
    WilliamAsher got a reaction from Marwynn in Founding a Forge World   
    My last campaign lasted about 2.5 years of play time and met every weekend for 4-8 hours of play (nightshift workers who really like to game).  By the end of the campaign they were about rank 8 and had about 10 major colonies.  The Engiseer/Magos of the group focused on developing Mechanicum colonies while the rest of the party was more focused on developing 'perfect' Imperial colonies.  In game time the campaign took place over about 80 years, and they had four size 10 colonies (including two Mechanicum Research colonies).  I basically took the mechanical rules for normal colonies and adjusted the names to fit Mechanicum titles.  Instead of a Ecclesiatiarchy Mission they had Data Temples.
     
     The players were very focused on developing their own subsector in the Expanse, and overall pretty successful.  At the end of the campaign the players had managed to sort of recover a number of STCs, mainly by using bits and pieces from various sources and a very 'experimental' approach.  The Magos was able to turn that accomplishment and some serious work he did helping the Mechanicum into getting his 'Forge World' recognized by Mars.  Note that this involved a number of storylines around recovering STC fragments and rooting out problems in the Mechanicum in the Calaxis sector to build political capitol. At that point I moved, but we may pick the game back up over Skype/RollD20.  
  8. Like
    WilliamAsher got a reaction from Tenebrae in Colony PF   
    Static Modifier.  I actually keep track of the player's PF seperately and then add each colonies PF on to that to form their total PF.  Any time any of those changes, I do the calculation from scratch. 
  9. Like
    WilliamAsher got a reaction from El_Jairo in You know you're playing Rogue Trader when…   
    - When your response to a Korad Vall's heavy cruiser is 'Ramming Speed and ready the Atomics!' (in your Orion Star Cutter). 
     
    - When your high speed flyby results in a flaming hulk and the pirate fleet running.
     
    - When the next question your Rogue Trader asks is 'Put another Atomic on my shopping list'.
  10. Like
    WilliamAsher got a reaction from El_Jairo in Dismantling, studying, and reproducing Archeotech.   
    Wow. I am allways interested in other people's interpretations of Archeotech.  In your situation I do not believe that she has much chance of accomplishing her goal.  Why?  First you need your definition of Archeotech.  Mine is, technology and devices that are not longer understood or produced in the Mechanicum except for ancient manufactorums run by wrote.  That occurs when the STC for an item becomes so corrupted that no Forge World can build one, and when the basic understanding of a device is lost.  There are a number of things built during the Great Crusade that are now Archeotech.  It is possible that discovery of an STC or several STC fragments might allow reconstruction of such devices, at that point it is no longer archeotech.  That is one of the reasons even an STC fragment is incredibly valuable.  Reverse engineering Archeotech may be possible, provided there are sufficient fragments of the original STC and physical examples to study.  This would be an effort of decades/centuries with dedicated, skilled, and potentially expendable researchers.  In addition, a lot of Archeotech is made out of materials that the Mechanicum does not know how to make or shape, which may require its own research.  Obviously, remaking things the Mechanicum made during the Great Crusade makes all this much more likely.  This is a lot of the research I see the Mechanicum doing.  Often pouring over STC fragments and looking to fill in the holes.
     
    To give an example, in my game the Explorator has been looking for a way to recreate STC water purifiers from Ancient Life Sustainers since the beginning of the campaign.  He has Ancient Life Sustainers on his ship, he has two research colonies where research on modern life sustainers and Ancient Life Sustainers has been ongoing for decades.  He has a 108 Tech-use and Forbidden Lore: Archeotech.  He has spent 20+ hours a week for the last 40 years researching it, with the aid of numerous assistants.  He recently traveled to Aubray's Anvil, where after a number of fleet actions and harrowing encounters with Yu'vath constructs and ancient defense systems he discovered a Voidship Component manufactorum where someone left their datapad with the work they were doing on an B-006-A1 Life Support System.  Now, he is working on the final research project to create a Archeotech Water Purifier and the necessary STC.  He will probalby finish near the time he hits Rank 8, and he has been working on it his whole career.  He chose to do water purifiers first because he wants to create a more efficient/effective purifier for everything from ships to hives.  The idea being that it is a ubiquous item that will improve the life of most of the humans in the Imperium.  Next, he is going to use the same data/methods to try and improve air purifiers.  Unfortunately, even with meticulous notes and a good number or contacts in the Mechanicum, he expects it to take decades to approve and centuries to deploy.  The party, however, will begin retrofitting imediately.
     
    Warp tech I believe would be even more difficult, as well as being a LOT more dangerous.
  11. Like
    WilliamAsher got a reaction from El_Jairo in Feral worlds and tech levels   
    If you read up about the Crusade to take the Calaxis sector you will note that RTs acted as scouts and established forward bases to aid in expanding the Imperium.  RTs are the conquistidors of the Imperium. They explore, identify threats and resources, conquer worlds, kill xenos, and generally act to exploit the areas outside the Imperium.  Their actions pave the way for Imperial forces to expand the Imperium, as well as identify threats to humanity.  Their Warrants give them the authority to do as they wish, so long as they don't slip too far over the line.  You will note that the only real place they have to get advanced equipment and sell their goods is the Imperium.  That means that they do bring resorces into the Imperium, in exchange for the support they need to continue their exploration and exploitation.  It really isn't that different than the Conquistadors of old, just on a much grander scale.  It is also a good way to get rid of ambitious people who can't just be killed off, as it is a 'promotion' that takes them out of the Imperium.
  12. Like
    WilliamAsher got a reaction from El_Jairo in Feral worlds and tech levels   
    Worlds in the Expanse do not have to pay tithe. They aren't part of the Imperium.  If you look at Damaris it is unusual in the Expanse because it pays tithe.  It is as close as you get in the Expanse to an Imperial world, and it isn't even one technically.  They pay a tithe because they seem themselves as citizens of the Imperium.  Even so, the Imperial Navy cuts them loose when the Orks attack their world.  So players don't have to pay tithe, but also don't get the protection of being part of the Imperium.
  13. Like
    WilliamAsher got a reaction from El_Jairo in Feral worlds and tech levels   
    As long as you do three things you can do whatever you want as a planetary governor inside the Imperium:
     
    1)  Deal with the psykers and put any you have in the black ships when they stop by.
     
    2)  Ensure an acceptable version of the Imperial Creed is observed.
     
    3)  Pay your tithe.
     
    Note that in the Expanse the rules are different:
    1)  Don't get caught doing something so extreme the Imperium/Mechanicum decides to hunt you down and kill you
    2)  See 1
    3)  PROFIT
     
    All your players can get what they want.  The education needs to include proper religious indoctrination anyways.  The weapons then allow them to serve the Emperor by helping his favored servant (The Rogue Trader) claim the world for the Emperor.
  14. Like
    WilliamAsher reacted to Errant in Crunch   
    If your drop-pods aren't full of explosives that trigger a perfect rendition of your Dynasty's anthem from the sound of the explosions and leave craters that spell out your name, then I don't know why you even get out of bed in the morning.
  15. Like
    WilliamAsher got a reaction from Nameless2all in Star Ship build times.   
    These rules are out of my house rules for Stars of Inequity, but the numbers for build times are based on several sources.  They include Battlefleet Koronus, which has a good section about the various ways ships are built in the Imperium.  You will note that 'Most void-going ships are built at 'local' shipyards by a planetary authority or comercial concern, perhaps as part of a tithe to the Imperium'.  Also note that, 'Building a void-ship from scratch is a massive undertaking; it can take years to complete an escort-class vessel and centuries to build a capitol ship.' (BK, page 46).  That means that there are lots of non-Mechanicum worlds where ships are built under the supervision of Tech Priests, but primarily by dock workers outside the Mechanicum.  It is all very ritualized, and a riviter may only know the specific ritual for placing, checking, and blessing the rivits are ship armour.  That riviter may do that one job for his whole life, as did his forefathers.  I also allow Imperial Navy Fleet Bases to build small system defense ships and repair larger ships, just not for new ship construction or Hulk recovery.
     
    The shipyards are simply 'Industrial Support Upgrades' that specialize in ship repair/production, based on the rules in Stars of Inequity.  Note that shipyard capacity (and the required Voidship Component Manufactorum to supply it) are based on colony size.  It takes a size 6 colony to produce a Transport, and a size 10 colony to build a Cruiser.  I actually have several categories of 'Industrial Support Upgrades' and rules for what each type of upgrade can produce based on type and colony size.
     
    I have detailed house rules because my players are trying to create a 'model Imperium subsector' in the Expanse.  They presently have 10 colonies in 4 systems, including three size 10 colonies. I have been running the game every Sunday night for 4-8 hours for about 2 years, and the players are withing a session or two from reaching Rank 8.  I had to come up with PF costs for new colonies based on suitability of colony site, as well as adjusting time scale to make more sense.  I also use a PF upkeep cost for each Warp Capable Voidship or squadron of System Defense Ships the group operates.  It helps to keep PF more reasonable, while creating a reasonable cost for maintaining the House fleet.  Their fleet is used to guard their systems and convoys, so it has little impact on their exploration.  I have run a few fleet combats using their defense fleets or even convoys, which makes for an interesting diversion while giving the players a sense of the importance of those assets.  There is nothing better to encourage the players to maintain system defenses than to have a small Ork fleet attack one of their colonies. 
  16. Like
    WilliamAsher got a reaction from Radwraith in Star Ship build times.   
    These rules are out of my house rules for Stars of Inequity, but the numbers for build times are based on several sources.  They include Battlefleet Koronus, which has a good section about the various ways ships are built in the Imperium.  You will note that 'Most void-going ships are built at 'local' shipyards by a planetary authority or comercial concern, perhaps as part of a tithe to the Imperium'.  Also note that, 'Building a void-ship from scratch is a massive undertaking; it can take years to complete an escort-class vessel and centuries to build a capitol ship.' (BK, page 46).  That means that there are lots of non-Mechanicum worlds where ships are built under the supervision of Tech Priests, but primarily by dock workers outside the Mechanicum.  It is all very ritualized, and a riviter may only know the specific ritual for placing, checking, and blessing the rivits are ship armour.  That riviter may do that one job for his whole life, as did his forefathers.  I also allow Imperial Navy Fleet Bases to build small system defense ships and repair larger ships, just not for new ship construction or Hulk recovery.
     
    The shipyards are simply 'Industrial Support Upgrades' that specialize in ship repair/production, based on the rules in Stars of Inequity.  Note that shipyard capacity (and the required Voidship Component Manufactorum to supply it) are based on colony size.  It takes a size 6 colony to produce a Transport, and a size 10 colony to build a Cruiser.  I actually have several categories of 'Industrial Support Upgrades' and rules for what each type of upgrade can produce based on type and colony size.
     
    I have detailed house rules because my players are trying to create a 'model Imperium subsector' in the Expanse.  They presently have 10 colonies in 4 systems, including three size 10 colonies. I have been running the game every Sunday night for 4-8 hours for about 2 years, and the players are withing a session or two from reaching Rank 8.  I had to come up with PF costs for new colonies based on suitability of colony site, as well as adjusting time scale to make more sense.  I also use a PF upkeep cost for each Warp Capable Voidship or squadron of System Defense Ships the group operates.  It helps to keep PF more reasonable, while creating a reasonable cost for maintaining the House fleet.  Their fleet is used to guard their systems and convoys, so it has little impact on their exploration.  I have run a few fleet combats using their defense fleets or even convoys, which makes for an interesting diversion while giving the players a sense of the importance of those assets.  There is nothing better to encourage the players to maintain system defenses than to have a small Ork fleet attack one of their colonies. 
  17. Like
    WilliamAsher got a reaction from Radwraith in Star Ship build times.   
    I actually have some pretty set rules for construction time, as my players have massive shipyards over their main colony (Size 10 colony with two support upgrades devoted to the shipyard, with two more support upgrades on other colonies supplying components).  They primarily build transports and raiders, while refiting larger hulks.  For this I use a formula based on SP cost of the final vessel.  The idea being that more complex ships require more time to construct.  I then multipy SP by the following modifiers:
     
    Transport           1 Month
    Raider                2 Months
    Frigate               3 Months
    Light Cruiser      6 Months
    Cruiser               1 year
     
    This gives a 3 year build time for well equiped Vagabond Transport, 6-8 year build times for Hazeroth Raiders, and a little less than a century for a well built Cruiser.  I allow up to 8 'yards' of construction to be in use at once per size 10 Colony Shipyard Upgrade, with a Transport taking 2 'yards' and a Cruiser taking 8 'yards'.  This means that the players can have several smaller ships under construction or a single larger ship.  So far it has worked for my game. 
  18. Like
    WilliamAsher got a reaction from Marwynn in Star Ship build times.   
    I actually have some pretty set rules for construction time, as my players have massive shipyards over their main colony (Size 10 colony with two support upgrades devoted to the shipyard, with two more support upgrades on other colonies supplying components).  They primarily build transports and raiders, while refiting larger hulks.  For this I use a formula based on SP cost of the final vessel.  The idea being that more complex ships require more time to construct.  I then multipy SP by the following modifiers:
     
    Transport           1 Month
    Raider                2 Months
    Frigate               3 Months
    Light Cruiser      6 Months
    Cruiser               1 year
     
    This gives a 3 year build time for well equiped Vagabond Transport, 6-8 year build times for Hazeroth Raiders, and a little less than a century for a well built Cruiser.  I allow up to 8 'yards' of construction to be in use at once per size 10 Colony Shipyard Upgrade, with a Transport taking 2 'yards' and a Cruiser taking 8 'yards'.  This means that the players can have several smaller ships under construction or a single larger ship.  So far it has worked for my game. 
  19. Like
    WilliamAsher got a reaction from Cogniczar in Star Ship build times.   
    I actually have some pretty set rules for construction time, as my players have massive shipyards over their main colony (Size 10 colony with two support upgrades devoted to the shipyard, with two more support upgrades on other colonies supplying components).  They primarily build transports and raiders, while refiting larger hulks.  For this I use a formula based on SP cost of the final vessel.  The idea being that more complex ships require more time to construct.  I then multipy SP by the following modifiers:
     
    Transport           1 Month
    Raider                2 Months
    Frigate               3 Months
    Light Cruiser      6 Months
    Cruiser               1 year
     
    This gives a 3 year build time for well equiped Vagabond Transport, 6-8 year build times for Hazeroth Raiders, and a little less than a century for a well built Cruiser.  I allow up to 8 'yards' of construction to be in use at once per size 10 Colony Shipyard Upgrade, with a Transport taking 2 'yards' and a Cruiser taking 8 'yards'.  This means that the players can have several smaller ships under construction or a single larger ship.  So far it has worked for my game. 
  20. Like
    WilliamAsher got a reaction from pearldrum1 in Female player and what to do?   
    Anyone else think about Pseudo-Astartes like Kor Phareon of the Word Bearers, Luther of the Dark Angels, or Leman Russ's older allies when the Emperor found him?  Not that it is a relavant now, but I was reading the thread again and it reminded me of another thread where it was pointed out that the Pseudo-Astartes process might not require that the person be male.  Of course, she would still be weaker.  It would breach much of the gap though. 
  21. Like
    WilliamAsher got a reaction from Tenebrae in Dismantling, studying, and reproducing Archeotech.   
    Wow. I am allways interested in other people's interpretations of Archeotech.  In your situation I do not believe that she has much chance of accomplishing her goal.  Why?  First you need your definition of Archeotech.  Mine is, technology and devices that are not longer understood or produced in the Mechanicum except for ancient manufactorums run by wrote.  That occurs when the STC for an item becomes so corrupted that no Forge World can build one, and when the basic understanding of a device is lost.  There are a number of things built during the Great Crusade that are now Archeotech.  It is possible that discovery of an STC or several STC fragments might allow reconstruction of such devices, at that point it is no longer archeotech.  That is one of the reasons even an STC fragment is incredibly valuable.  Reverse engineering Archeotech may be possible, provided there are sufficient fragments of the original STC and physical examples to study.  This would be an effort of decades/centuries with dedicated, skilled, and potentially expendable researchers.  In addition, a lot of Archeotech is made out of materials that the Mechanicum does not know how to make or shape, which may require its own research.  Obviously, remaking things the Mechanicum made during the Great Crusade makes all this much more likely.  This is a lot of the research I see the Mechanicum doing.  Often pouring over STC fragments and looking to fill in the holes.
     
    To give an example, in my game the Explorator has been looking for a way to recreate STC water purifiers from Ancient Life Sustainers since the beginning of the campaign.  He has Ancient Life Sustainers on his ship, he has two research colonies where research on modern life sustainers and Ancient Life Sustainers has been ongoing for decades.  He has a 108 Tech-use and Forbidden Lore: Archeotech.  He has spent 20+ hours a week for the last 40 years researching it, with the aid of numerous assistants.  He recently traveled to Aubray's Anvil, where after a number of fleet actions and harrowing encounters with Yu'vath constructs and ancient defense systems he discovered a Voidship Component manufactorum where someone left their datapad with the work they were doing on an B-006-A1 Life Support System.  Now, he is working on the final research project to create a Archeotech Water Purifier and the necessary STC.  He will probalby finish near the time he hits Rank 8, and he has been working on it his whole career.  He chose to do water purifiers first because he wants to create a more efficient/effective purifier for everything from ships to hives.  The idea being that it is a ubiquous item that will improve the life of most of the humans in the Imperium.  Next, he is going to use the same data/methods to try and improve air purifiers.  Unfortunately, even with meticulous notes and a good number or contacts in the Mechanicum, he expects it to take decades to approve and centuries to deploy.  The party, however, will begin retrofitting imediately.
     
    Warp tech I believe would be even more difficult, as well as being a LOT more dangerous.
  22. Like
    WilliamAsher got a reaction from Erathia in Dismantling, studying, and reproducing Archeotech.   
    Wow. I am allways interested in other people's interpretations of Archeotech.  In your situation I do not believe that she has much chance of accomplishing her goal.  Why?  First you need your definition of Archeotech.  Mine is, technology and devices that are not longer understood or produced in the Mechanicum except for ancient manufactorums run by wrote.  That occurs when the STC for an item becomes so corrupted that no Forge World can build one, and when the basic understanding of a device is lost.  There are a number of things built during the Great Crusade that are now Archeotech.  It is possible that discovery of an STC or several STC fragments might allow reconstruction of such devices, at that point it is no longer archeotech.  That is one of the reasons even an STC fragment is incredibly valuable.  Reverse engineering Archeotech may be possible, provided there are sufficient fragments of the original STC and physical examples to study.  This would be an effort of decades/centuries with dedicated, skilled, and potentially expendable researchers.  In addition, a lot of Archeotech is made out of materials that the Mechanicum does not know how to make or shape, which may require its own research.  Obviously, remaking things the Mechanicum made during the Great Crusade makes all this much more likely.  This is a lot of the research I see the Mechanicum doing.  Often pouring over STC fragments and looking to fill in the holes.
     
    To give an example, in my game the Explorator has been looking for a way to recreate STC water purifiers from Ancient Life Sustainers since the beginning of the campaign.  He has Ancient Life Sustainers on his ship, he has two research colonies where research on modern life sustainers and Ancient Life Sustainers has been ongoing for decades.  He has a 108 Tech-use and Forbidden Lore: Archeotech.  He has spent 20+ hours a week for the last 40 years researching it, with the aid of numerous assistants.  He recently traveled to Aubray's Anvil, where after a number of fleet actions and harrowing encounters with Yu'vath constructs and ancient defense systems he discovered a Voidship Component manufactorum where someone left their datapad with the work they were doing on an B-006-A1 Life Support System.  Now, he is working on the final research project to create a Archeotech Water Purifier and the necessary STC.  He will probalby finish near the time he hits Rank 8, and he has been working on it his whole career.  He chose to do water purifiers first because he wants to create a more efficient/effective purifier for everything from ships to hives.  The idea being that it is a ubiquous item that will improve the life of most of the humans in the Imperium.  Next, he is going to use the same data/methods to try and improve air purifiers.  Unfortunately, even with meticulous notes and a good number or contacts in the Mechanicum, he expects it to take decades to approve and centuries to deploy.  The party, however, will begin retrofitting imediately.
     
    Warp tech I believe would be even more difficult, as well as being a LOT more dangerous.
  23. Like
    WilliamAsher got a reaction from Marwynn in Dismantling, studying, and reproducing Archeotech.   
    Wow. I am allways interested in other people's interpretations of Archeotech.  In your situation I do not believe that she has much chance of accomplishing her goal.  Why?  First you need your definition of Archeotech.  Mine is, technology and devices that are not longer understood or produced in the Mechanicum except for ancient manufactorums run by wrote.  That occurs when the STC for an item becomes so corrupted that no Forge World can build one, and when the basic understanding of a device is lost.  There are a number of things built during the Great Crusade that are now Archeotech.  It is possible that discovery of an STC or several STC fragments might allow reconstruction of such devices, at that point it is no longer archeotech.  That is one of the reasons even an STC fragment is incredibly valuable.  Reverse engineering Archeotech may be possible, provided there are sufficient fragments of the original STC and physical examples to study.  This would be an effort of decades/centuries with dedicated, skilled, and potentially expendable researchers.  In addition, a lot of Archeotech is made out of materials that the Mechanicum does not know how to make or shape, which may require its own research.  Obviously, remaking things the Mechanicum made during the Great Crusade makes all this much more likely.  This is a lot of the research I see the Mechanicum doing.  Often pouring over STC fragments and looking to fill in the holes.
     
    To give an example, in my game the Explorator has been looking for a way to recreate STC water purifiers from Ancient Life Sustainers since the beginning of the campaign.  He has Ancient Life Sustainers on his ship, he has two research colonies where research on modern life sustainers and Ancient Life Sustainers has been ongoing for decades.  He has a 108 Tech-use and Forbidden Lore: Archeotech.  He has spent 20+ hours a week for the last 40 years researching it, with the aid of numerous assistants.  He recently traveled to Aubray's Anvil, where after a number of fleet actions and harrowing encounters with Yu'vath constructs and ancient defense systems he discovered a Voidship Component manufactorum where someone left their datapad with the work they were doing on an B-006-A1 Life Support System.  Now, he is working on the final research project to create a Archeotech Water Purifier and the necessary STC.  He will probalby finish near the time he hits Rank 8, and he has been working on it his whole career.  He chose to do water purifiers first because he wants to create a more efficient/effective purifier for everything from ships to hives.  The idea being that it is a ubiquous item that will improve the life of most of the humans in the Imperium.  Next, he is going to use the same data/methods to try and improve air purifiers.  Unfortunately, even with meticulous notes and a good number or contacts in the Mechanicum, he expects it to take decades to approve and centuries to deploy.  The party, however, will begin retrofitting imediately.
     
    Warp tech I believe would be even more difficult, as well as being a LOT more dangerous.
  24. Like
    WilliamAsher got a reaction from pearldrum1 in Creating a Tau Firewarrior as part of a RT crew   
    If nothing else it is 'exotic' ammunition, which is Rare.  Humans could probably make copies of it without too much trouble.  Worst case consider it a 'counterfeit Weapon' and apply one of the penalties.  Of course, you could build counterfeit rifles for you RTs troops (just lose the Auto-Stabilized, they are still better than bolters for the most part) if you wanted.
     
    My RT has been reverse engineering a hybrid of the Pulse Rifle mixed with standard human plasma weapons and Phased Plasma weapons.  The biggest difference is that Pulse weapons create a much smaller plasma charge and accelerate it much harder.  Phased Plasma weapons seem to use some other tech to increase shots and avoid overheat.  He is trying to create a hybrid that could be accepted by the ad mech by using the Phased Plasma weapons as a base.  Then adding barrel length and acceleration while reducing charge size.  He has spent decades researching it and building different prototypes.  He has a working model, but not one he thinks the Ad Mech will accept.  His personal troops use it or human copies of pulse rifles when he is exploring though.
  25. Like
    WilliamAsher got a reaction from Erathia in Feral worlds and tech levels   
    If you read up about the Crusade to take the Calaxis sector you will note that RTs acted as scouts and established forward bases to aid in expanding the Imperium.  RTs are the conquistidors of the Imperium. They explore, identify threats and resources, conquer worlds, kill xenos, and generally act to exploit the areas outside the Imperium.  Their actions pave the way for Imperial forces to expand the Imperium, as well as identify threats to humanity.  Their Warrants give them the authority to do as they wish, so long as they don't slip too far over the line.  You will note that the only real place they have to get advanced equipment and sell their goods is the Imperium.  That means that they do bring resorces into the Imperium, in exchange for the support they need to continue their exploration and exploitation.  It really isn't that different than the Conquistadors of old, just on a much grander scale.  It is also a good way to get rid of ambitious people who can't just be killed off, as it is a 'promotion' that takes them out of the Imperium.
×
×
  • Create New...