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  1. Like
    Simsum reacted to Fgdsfg in Arbites and Imperial Guard   
    Simsum and Lynata are entirely correct, I'd say.

    I would say that the appropriate thing to do would be to inform the Commissar or the Guard Enforcer (Military Police/MP) if the regiment's got them.
    As long as the target in question isn't specifically breaking the Lex Imperialis, the Arbitrator would have no cause to directly interfere and his jurisdiction would be dodgy. Under most cross-jurisdictional situations, it would probably be best to inform the nearest superiors, or, if they are clearly above your paygrade (which might be the case with, for example, Commissars), inform your own superiors.
    The Arbites jurisdiction and mandate is pretty wide, though. The Book of Judgement for Dark Heresy is filled with some hilarious nuggets of information about the Lex Imperialis as applied in Sector Calixis.
    Suspected Intent to Witness Unsanctioned Psychic Manifestation:
    Field Interrogation, Field Judgement (Execution).
  2. Like
    Simsum reacted to Lynata in Arbites and Imperial Guard   
    Like many details of the setting, the specific tasks and privileges of the Arbites are very much a matter of personal interpretation, which is why you are bound to see a dozen different answers in a dozen different GW codices, Black Library novels, or FFG rulebooks. That being said ...
    "Of the personal misdemeanours of the citizens of a million worlds the Judges care nothing. Such matters are for the lords of individual worlds to deal with as they wish. The Judges concern themselves with more weighty issues. It is their task to bring the rebellious to trial, to hunt down enemies of the Imperium, to destroy those who threaten its safety from within. To the eternal sorrow of mankind its servants stray all too often from their appointed path; officials of the adepta weave plots of their own, driven by their lust for power, for wealth, or for forbidden knowledge. Many who occupy positions of authority, even the High Lords themselves, may be tempted and can fall into the arms of corruption.   The fighting forces of the Adeptus Arbites are the Arbitrators, warriors of justice, the militant arm of the Judges. These warriors are many and well armed, capable of fighting a limited war if need be, and of transporting themselves through space in their own ships. For the Judges trust no-one they may be called upon to judge, and can find themselves fighting rebellious Warmasters of the Imperial Guard, or chasing treacherous Admirals of the Fleet. More often it is traitors amongst the planetary lords who are the Arbitrators' foes." - 2E Codex Imperialis   I have no idea if FFG's interpretation is similar (the Book of Judgement may have the answer, perhaps someone who owns it could add its own description to the above?) or which version of the fluff you prefer, but the original material very much seems to support a broad authority when it comes to dealing with other Imperial institutions. If the Inquisition is the Imperium's CIA, then the Arbites are the FBI. And similar to the FBI, ... well, let's just say I don't see an armed squad of Arbites in riot gear handing out parking tickets, and gambling seems like a similarly inconsequential infraction, because it does not affect the safety of the Imperium itself.   In my grimdark 40k, an Arbites patrol being approached by a badly beaten citizen yelling he was just mugged would merely pull their stun batons and tell him to move out of their way and report to local security. If they actually witness such a crime, the most compassionate act you could expect would be one of them drawing their shotgun and unloading on the criminal - not really caring if the victim is going to get hit, too. It's all about making a statement. And then they continue on with their actual job.   But as mentioned above, this is a matter of personal interpretation - plus, even if you were to follow my vision, there is still room for individual Arbites to be more naiveidealistic (or perhaps more zealous) than their comrades and react to crimes his peers would dismiss as too unimportant to warrant their attention.   Of course, this opens up additional potential, from the player character being reprimanded for wasting his time rather than doing what he is supposed to do, to the local Guard garrison not accepting his authority out of jurisdictional conflict and a traditional "turf war" between powerful Imperial organisations, especially when a Commissar is involved, and/or if an individual is truly corrupt or simply sworn to obey an element not accepting the Arbites' influence. Of course, the latter may then indeed hint at a deeper issue that suddenly starts to warrant more attention.     "I want Truman's executive order authorising Majestic and I want a list of its twelve directors." "Majestic doesn't officially exist, therefore there can be no directors." "Under the constitution I am charged with enforcing the laws of the United States of America. Now, under those laws, and facing the penalties of treason, I order you to release those names!" "My command does not recognise your authority, *sir*." -- Attorney General Kennedy and LtCdr. Albano, Dark Skies ep. 13
  3. Like
    Simsum got a reaction from pearldrum1 in Arbites and Imperial Guard   
    The Adeptus Arbites are galaxtic cops. Their remit is the Lex Imperialis, the Imperial law.
    The Astra Militarum has its own military police, as does other armed forces within the Imperium, and civilians are policed by a third type of coppers (known as Enforcers in 40K speak).
    The Imperial law is all about the smooth running of the Imperium. Arbitrators concern themselves with heresy, treason, sedition, tithes, and the security of the Adeptus Terra and its representatives.
    Gambling is unlikely to be covered by the Lex Imperialis, but that is of course up to you. Gambling in a military setting, however, would almost definitely be a matter of military law.
    So.. The short answer is that your Arbitrator should inform the MPs, if he cares at all.
    As for what influence an Arbitrator has, well... That depends on the locale, obviously, and you should feel free to tailor things to your campaign needs. But generally speaking, even a lowly Arbites trooper will have a great deal of clout.
    The Adeptus Arbites are the cops of the Imperium. In many ways they're the overt equivalent of the Inquisition, and at least in theory, nobody is above the Lex Imperialis - meaning nobody is above being arrested by an Arbitrator. In practice their authority does not necessarily extend to things like Space Marines and the class of individuals known as Peers of The Imperium (Rogue Traders, Lord Sectors, The High Lords of Terra, The Assassin Temples, etc.)
  4. Like
    Simsum got a reaction from Darth Smeg in RoF   
    DH2e changes the Ranged Attack Actions in the following ways:
    Standard Attack
    Type: Half Action
    Subtype: Attack, Ranged (or Melee)
    Make a BS Test +10 to Hit your target. Success inflicts a single Hit Hits are randomly allocated. Semi-Auto Burst Type: Half Action
    Subtype: Attack, Ranged
    Makes a BS Test +0 to Hit your target. The BS Test has a 7% Jam chance (94+). If the Attack is successful, you score 1 Hit, plus 1 Hit for every 2 DoS, up to the weapon's RoF. All Hits are randomly allocated. Hits beyond the first can be allocated to targets within 2 metres, provided they're no more difficult to Hit. Full-Auto Burst Type: Half Action
    Subtype: Attack, Ranged
    Makes a BS Test -10 to Hit your target. The BS Test has a 7% Jam chance (94+). If the Attack is successful, you score 1 Hit per DoS, up to the weapon's RoF All Hits are randomly allocated. Hits beyond the first can be allocated to targets within 2 metres, provided they're no more difficult to Hit. I absolutely suggest adopting these changes. The change from Full- to Half-Actions alone makes combat roughly 371.2% better.
  5. Like
    Simsum reacted to Fgdsfg in Weapons   
    I'm glad I'm not hallucinating here, because I can confess that I hadn't peeked at the basic Dark Heresy 1st Ed. rules in a very, very long time, but there was no way I could wrap my head around somehow ending up with 4 Wounds on creation.
    One of my main critiques of the WH40k system is Toughness Soak (and eventual bloat). At very low "levels", it's not very noticable, but as a game progresses and the fully natural power creep sets in, it becomes increasingly wonky. This is doubly true for NPC:s, since the favoured way of making things harder appears to be to simply glue more Toughness onto it.
  6. Like
    Simsum reacted to Mikmaxs in Rules for Retaining Followers   
    Rare Character Classes (Or, as I like to call them, Rarachter Classes) should be harder to find. Hiring a Psyker, for example, or a Tech Priest. When searching for a follower it should go something like this:
    Roll an hard (-20) Inquiry test, as though looking for a weapon or item, with the following additional modifiers:
    -10 for a city size of 1,000 or smaller
    +10 for a city size of 10,000 to 100,000
    +20 for a city size of 100,000 to 1,000,000
    +30 for a city size of 1,000,000+
    If the test is passed, roll the character's career randomly, using the chart for that planet type. For every degree of success, an additional character can be found. These characters must be two ranks lower than the lowest ranking Acolyte in the team, but it is up to the GMs discretion what their exact rank will be, and what gear they have. (Note that, at this point, only basic information is known. Name, rank, and career.) The players may hire multiple characters, or choose which ones they will hire.)
    Additionally, the acolytes may attempt to find a specific class of character, for an additional -20 penalty. (Reduced to -10 if they have 'Peer' for that character class.)
    Additionally, they suffer a -30 if looking for a character class not normally available (For example, finding an Adept on a Feral World).
    Any found character may be hired for the price listed in the book as their 'Salary.' They may be haggled down by up to two ranks lower than standard, but a pitted Barter test must be taken for each step, and failure by three or more degrees will make the character decide not to work for the group. Alternately you can choose to pay him more, if the Acolytes so choose. (This has no in-game effect, but the GM may decide it's relevant if the character is asked to do something particularly dangerous or criminal.)
  7. Like
    Simsum reacted to Fgdsfg in A few questions! :)   
    The reason why people believe in machine spirits is because they're pretty much real. Now, they're not spirits as such, but much of the technology in the Imperium is actually incredibly advanced, created during or stemming from what is considered the peak of human technology and knowing, the Dark Age of Technology.
    A lot of things really have some form of really advanced computer technology, whether it's true A.I. or not. There's auto-targeting machines, auto-repairing functions, auto-this and auto-that. This, combined with the fact that almost everything is ritualized, due to the fact that they don't even speak the language the machines were written for to begin with, is the reason the AdMech and the Imperium is what it is.

    Combine this with the tenets of the Machine Cult. Life is directed motion. That's the Cult Mechanicus definition of life. The spirit is the spark of life. So, the spirits are what sparks directed motion. Directed motion is life, directed motion is sparked by the spirit. In a nutshell, the programming, but the point stands. This goes on and on and on.
    Between the peasantry of the Imperium, the servants of the AdMech and their Magos rulers, there's a mountain of interpretations and varying facts. Some are entirely aware of how things work (at least on a basic level), and may be able to "interact" directly with machine spirits, or even convince them to do what they want (reprogramming, basically). They still have to go through the rituals. Others may be entirely convinced of the reality of machine spirits as supernatural.
    I'm not sure what your job is, but look at the modern military in a western state. How many of the grunts have any idea of how anything works, on a fundamental level? Now, imagine the technology being infinitely more advanced, and imagine being surrounded by it at all times. How do you prevent the grunt from ruining the lasgun? You tell him, just like you do in any modern military, to follow the rituals, and perform routine weapons maintenance by set parameters. Now add a cult that preaches that technology is sacred, that research is evil, that humanity has reached the pinnacle of technology once and that everything good can be found in the past, give them a monopoly on technology, and account for the fact that one of their prime tenets is that these things are alive and that they have souls.
    Tadaa. Superstition.
  8. Like
    Simsum got a reaction from doomande in Forge worlds   
    I would take a page from Paranoia the RPG.
    A little bit of knowledge is a dangerous thing, and just like Friend Computer in Paranoia, the upper crust of the AdMec has no real concept of the human condition. The human machine, definitely, but not living, breathing human beings.
    There's plenty of drugs in circulation. Human abilities can be enhanced in various ways through specific drugs, and the AdMec tries, in their blundering way, to exploit this to its fullest.
    Manufactorum workers work 24 hour shifts and are on massive doses of stimulants, making them careless and prone to fits of rage. Of course the AdMec only understands that they get more consecutive hours per worker when the workers are drugged to the gills. Side effects? What's that?
    Children are high on smart drugs during school hours. The rest of the time they're either working or stoned placid. Which of course means that a large percentage go through brutal withdrawal up to several times per day, unless they or their parents can get them what they need on the thriving black market.
    Speaking of markets, and recreational areas in general, these are explosions of colour, weird geometric shapes, and all manner of weird smells. Shoppers are expected to drop a few trips to enhance their shopping experience and decrease their expectancy of the goods they buy.
    Everyone is excessively polite, even while they're murdering you in a blind, drug-fuelled rage. The AdMec have concluded that politeness decreases friction in the human population, so any lapse in manners is grounds for being turned into a Servitor. People either learn early, or become Cherubs.
    Barring worse fates, it is standard practice to turn parental units into servo skulls for the children, once these mature to a certain age. The Servo Skulls maintain much of their practical work experience, and serve as a combination of training wheels and surveillance units for the children. The Servitors do, of course, not maintain any semblance of humanity.
    One of the most popular - and secret - cults, is the Cult of Ecologic. These people secretly harbour things like malnourished plants, dangerous, if diminutive, wildlife, and similar, and worship The Emperor as a kind of nature god. Of course, none of them have ever actually seen anything like a natural ecosystem, so they have some pretty **** strange ideas of what exactly it is. And a lot of vicious in-fighting is centred on arguments about this.
    The deeper levels of the Forge World are the compressed ruins of thousands upon thousands of years of industry and ultra-technology. Much of which is haunted by archeotech data defence systems, or taken over by rogue or possessed Abominable Intelligences. All of these systems use people to stay alive. Some use people for hosts. Others inspire secret Cults who they then employ as maintenance workers and spies.
    ... Really, go find a copy of Paranoia somewhere and drop a pile of gothic on it.
  9. Like
    Simsum reacted to Adeptus-B in New Diary about NPCs   
    From the article:
    "Rather than offering generic NPCs painted in broad strokes, the NPC and Adversary chapter of Dark Heresy primarily focuses on the inhabitants of a single city – Hive Desoleum."
    "Rather than a random grab-bag of unrelated aliens and Daemons, we focused on distinct groups."
    -I'm not sure I'm going to like this approach. I think I would have preferred a 'broad strokes/grab bag' variety of NPCs, with detailed focus on specific locations and groups reserved for later supplements.
  10. Like
    Simsum got a reaction from Adeptus-B in Rules for Retaining Followers   
    Weirdly DH does have rules for handling Followers socially and during combat, but it doesn't have rules for retaining Followers as someone pointed out the other day. So here's some quick and dirty ones for anyone interested:

    A Follower is a fully statted, partially player-controlled NPC who has at most 2 less Career Ranks than the lowest Career Ranked PC in the party (to a minimum of Career Rank 1). A Follower can follow any Career, have any Rank, and have any Elite Advance. A Follower is always created by the GM and will match the requirements of the party as loosely or closely as the GM decides. The Party is not under any obligation to actually hire a potential Follower. Basically, the Party declares what kind(s) of Follower(s) they're looking for and the GM designs the Follower(s) he wants them to be able to retain. Disagreements are solves easily enough; the players simply doesn't retain unwanted followers.

    Locating a Follower is a Fellowship Test, but with the following modifiers Add +10 for every Talented (Skill) and Peer (Faction) Talent the Party possessed that the GM deems relevant to locating the type of Follower(s) the Party is looking for. Add +10 if the Party will be paying 1 Step better than the default for the type of Follower (See Retaining Followers below). Subtract -10 if the Party will be paying 1 Step worse than the default for the type of Follower (See Retaining Followers below). Further modify the value based on local population as if the Follower was a Rare Item using Table5-4 on p.126 of DH01 Core Rules. Time spent locating a Follower is the same as time spent to locate a Rare item (see DH01 Core Rules, p.126 Table 5-5).

    Followers demand a paycheque just like anyone else. But since followers aren't on par with True Acolytes™ they default to a pay grade 1 step below what an Acolyte would receive.
    Use Table 5-1 on p.124 of DH01 Core Rules.

    I'm not sure further rules are needed to fully cover Followers in DH, so I'll leave off here with a Thought For The Day: Never keep the cup you rinse your brushes in next to your teacup. Yuck!
  11. Like
    Simsum reacted to walcurayfort in Playing Auctioneer   
    Heh, when I read the thread title, I initially thought you were asking as to how GMs would RP the auction, and I had this brief mental image of an old, hunched over man, rattling off bids at high speed(not unlike shows such as Storage Wars) while a nearby scribe servitor scribbles down the proceedings so fast that you could smell the parchment burning.
    "AndwenowhaveafascinatinglookingsetofblueprintsfromtheGoldenAgeofMankindopeningthebidat100000thronesdoIheara150000then150000itisdoIheara200000?200000? DoIhear250?250000? Aaaaanda500000biddoIhearaonemillion?Noone?GoingoncegoingtwiceSOOOOOOOOOOLD to theMagoswiththesqueakyfoot!"
  12. Like
    Simsum reacted to Fgdsfg in Can you parry a psychic blade?   
    As ColArana said, there is nothing saying that you can't Parry a Psychic Blade, so it should work.

    RAW doesn't mention anything specific in terms of being parried by a Power Sword, so by RAW, I would surmise that it would work as normal.

    However, based on the fact that this makes no sense whatsoever and that later versions of Psychic Blade (or similar) can both parry and be parried, as well as being immune to the Power-Quality effect, I would just go with that and DH RAW be damned.
  13. Like
    Simsum reacted to Lynata in Black Industries the same as Fantasy Flight?   
    I believe the FFG reprints incorporate the first errata. That's about the only difference between the two versions of the same books.
    Both design teams seem to have had different ideas on how to work with this franchise (this is even specifically spelled out in the foreword of the Deathwatch RPG), which may explain a certain shift in rules and background design when comparing separate works of both studios, but this had zero influence on reprints of BI material, possibly for multiple reasons ranging from compatibility (apart from the errata, it'd confuse people if "the same" book had different stuff in) to simply being economic (no reason to write something that already exists).
  14. Like
    Simsum reacted to Nimsim in The Making of the Cover   
    I've always enjoyed how people who want game mechanics from the 80s also want gender equality from the 80s. Do you post on these forums from an Amiga?
  15. Like
    Simsum got a reaction from exseraph in The Making of the Cover   
    Hey man, stop being all reasonable and stuff
  16. Like
    Simsum reacted to exseraph in The Making of the Cover   
    If FFG is trying to sell the game to women, then they should want to add women. Judging by their other games, I'd suspect that they do. I don't think that any of us are forcing FFG to do anything; we're just talking on a message board about what we like and don't like. I don't think that telling them what we care about makes us enemies. I think that FFG is composed of both decent people and decent salespeople, and as such they have multiple reasons to care how their customers feel.
    I think you're right, too, that they probably didn't leave women off of the cover because of malice. But being left out because the game designers forgot about you still sucks.
  17. Like
    Simsum reacted to cps in The Making of the Cover   
    This is it precisely.  He hasn't said much to dissuade me from that interpretation, either. The response has been a whole lot of defensive indignation and not a lot of thoughtful reflection.
  18. Like
    Simsum reacted to exseraph in The Making of the Cover   
    I'm pretty sure that they didn't make an all-male cover because of "political correctness". That'd be like wanting to get to the north pole and walking south.
    I guess that opinions differ on the DH1 cover's assassin. My wife is strongly feminist and she didn't mind the cover; she even played an assassin in our first game. She didn't see the DH1 cover assassin as cheesecake, although I get that some people could. However, she does see the new cover's lack of inclusion as a disappointment. The people in this thread might disagree about what good inclusion looks like, but I think we'd mostly agree that no inclusion at all is a bad thing.
    I think the reason why cps reacted so strongly is that we want women to be included because they're people, and not just because we think they're pretty. Your initial post could have been interpreted the second way, and I think cps took it that way because that attitude is unfortunately way too common.
  19. Like
    Simsum reacted to cps in The Making of the Cover   
    Did you really just use the worst example of cheesecake in 40k art to argue that the portrayal of women in 40k art has no issues?
    Here's a hint: if you unironically think "feminazi" is a thing, that "PC run amok" is a real problem, or that the portrayal of women in nerd culture isn't a problem, you're probably a sexist. And that's not denigration - denigration implies an unfair characterization. Your words speak volumes about you.
  20. Like
    Simsum reacted to GauntZero in New free starter scenario release info?   
    Edge of darkness was a great one. I wish they'd return to such style of Cthulhuesque adventures again.
    Well - of course there is always the possibility to create some within the community - we could make a small competition for it to spice things up Maybe FFG supports this idea ?
    In general, I'd prefer to have the game an expansion that also would focus on investigation & bring some talents & psychic powers that support this style of play.
  21. Like
    Simsum reacted to Covered in Weasels in The Making of the Cover   
    I'd just like to see some women in the same sort of combat gear that male Acolytes wear. The art from the developer diaries so far has been very encouraging -- there was a cool picture of an old female Adept surrounded by floating scrolls, and another picture where a pair of Acolytes (male and female) were pinned down by cultists. Neither of those pictures were sexualized, which I hope is an indication of what's inside the book.
    As an aside, the players in my first DH group were three women and one guy (and the guy joined in part because his girlfriend was one of the other players). None of them had played any RPGs before, but they took to it immediately. One of the women played a Tech-Priest and started jokingly referring to herself as "the gun whisperer," and she played the part of the emotionally detached Mechanicus perfectly. Women enjoy RPGs as much as men when they have a good first experience, and having badass but not skanky female characters in the rulebooks helps to make that first experience much more comfortable.
  22. Like
    Simsum reacted to cps in The Making of the Cover   
    Color me surprised that someone would post something like this on this forum. My group is also half women and there was a marked improvement in art direction when we switched to FFG's EotE game.
    Aaaand we're back. Yes, let's include sexy women in the art so male gamers can ogle them, rather than an honest effort at inclusion.
  23. Like
    Simsum reacted to Kainus in The Making of the Cover   
    Quoting this so that it appears twice in the thread- over half of the group in my last campaign were women and we definetly discussed this.
  24. Like
    Simsum reacted to exseraph in The Making of the Cover   
    It's a beautiful work. It captures a lot of the creepy grandeur that I love about the earliest 40k art.
    That being said, it's a shame that there aren't any women in the picture. About half of my usual 40k RPG gamers are women, and plenty of the acolytes and inquisitors in the published fiction are women (Swole, Kys, Bequin, Arianhrod Esw Sweydyr, etc.). It's nice when they're included.
  25. Like
    Simsum reacted to Askil in How do other people handle loot?   
    I follow two very simple rules.
    I don't let my players break cover to go splash big money at high-end weapon dealers on-mission.
    If I don't want my players to have something I don't give it to a soft, squishy NPC.
    If you absolutely must have a piece of awesome gear floating about you can always gene-lock it, have it get damaged in the fight to take it or make it a unique variant with power balanced by irritating drawbacks.
    One such variant of my own devising was the meat hammer, a five barrelled sawn-off shotgun that did an enourmous amount of damage (with 0 Pen) but all five barrels fired as one and had to be reloaded individually every time.
    When all else fails, poor quality is your friend.
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