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Fabian Grax

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  1. I also had an issue with Lure of the Expanse's adventures making bad assumptions about what the players might want to do in particular situations. Also, I sometimes had the impression that your captain couldn't afford to dally around on all these planets and locations he went to, but then once we got to the final destination I felt like it didn't matter if we got there "early" or "late," sort of like a video game where the important parts only happen when the player arrives. The final reward is also kind of a letdown, but still, it remains a good romp through the Koronous Expanse and should give players a good idea of the kinds of problems and horrors they'll face there.
  2. H.B.M.C. said: So uhh... how many games is too many exactly? And how do we come to that conclusion? What’s it based on? Why is 4 just right but 5 too many? Why not 6? Or 7? How about 10? Lot of very arbitrary declarations about what’s ‘too much’ going on here. Rather amusing actually. I don't think it's so arbitrary--many of the naysayers said exactly why they aren't interested, the combined cost of all the rulebooks mounting up being one of the reasons. And let's think about this. If you're already playing one or more 40K RPG's, you might not simply have the room for another game. That's what people are complaining about, here. I won't begrudge anyone with an interest in this particular theme, but I think I'm squarely in the "no more room" camp. As far as people not buying it, well, that could be exactly what happens here. Frankly I'm afraid FFG might be competing with itself a little bit too much.
  3. Sorry, formatting error.
  4. Enh, I'm just wondering if this rulebook was really necessary. Your characters in Rogue Trader, Dark Heresy, and et al. can have a lot of freedom to do what they want but as a Guardsman? It'll be all, "Take that hill!" and "Yes sir!" Maybe it could work but I can't feel myself working up a hankering to play some nobody in a trench.
  5. Gurkhal said: Fabian Grax said: Additionally, if you can't make your Space Marine character interesting unless he can have sex, well, suffice it to say you're doing it wrong. If you're really hellbent on characters capable of such relationships, then I'd suggest checking out Fantasy Flight's other RPG's (including, unfortunately, Black Crusade *shudder*). That part about Black Crusade are fighting words... I think you misunderstood my meaning. Does anyone REALLY want to know how Chaos Worshippers get it on? I mean, outside of 1d4chan?
  6. NECRO But aside from that, I think that getting Marines to bump uglies with people is a terrible idea. Space Marines, even if they were "equipped" for such a thing, and I for one don't think they are or should be, don't have the time for it. Almost every moment they don't spend in battle is spent praying or training. It also messes with the theme. I don't want to imagine warrior monks staring at the behinds of every female they run into. It conflicts horribly with what they're supposed to be. Additionally, if you can't make your Space Marine character interesting unless he can have sex, well, suffice it to say you're doing it wrong. If you're really hellbent on characters capable of such relationships, then I'd suggest checking out Fantasy Flight's other RPG's (including, unfortunately, Black Crusade *shudder*).
  7. From the fluff in the book Ebongrave seemed obsessed with destroying the Tau almost to the exclusion of all other threats. Maybe the cease-fire with the Tau won't be his idea, someone will suggest it and he'll fly into a rage. Off with the traitor's head, so on so forth.
  8. The difference between a Dark Eldar and regular Eldar should become obvious enough when the DE character starts torturing the underdecks crew. The Rogue Trader in the game I'm playing doesn't go for the whole grimdark thing and is trying to be Paragon Commander Shepard all the time, so I really don't think he'd go for a Dark Eldar crewmember. Still, I'm sure others would be interested.
  9. Now wait a minute. I thought Black Library books weren't necessarily canon? And there might be a good reason for that--I've heard of some BL books that have, well, questionable material in them. Eldar torture porn, spore mines not exploding in proximity to enemies but rather dragging them away, Space Marines with Multi-Lasers, so on. By not confirming or denying a BL book is canon, GW can pick and choose the good stuff while, at the same time, relegating the bad stuff to existing only in the books they occurred in. So, if there's some half-human, half-Eldar hybrid running around in a BL book, that's great, but I don't think it'll ever have much impact on the mainstream GW universe. If you want to have something like that in your game then you shouldn't blow it off as some casual 4-chan-ish bit of fanfiction, but a major super big deal. This person will have no place in the universe where he is truly welcome. Inquisitors would want to shoot him on sight, and the Eldar would kill him for mingling his perfect DNA with that of the Mon-Keigh. Unless he hid his identity, he'd cause even more problems than simply having a straight-up Ork or Kroot in the crew.
  10. Hello, prospective Deathwatch GM here. As you're all aware, I'm sure, Deathwatch Space Marines get to auto-confirm Righteous Fury against aliens. This lets them do some serious damage to Xenos, but it has me concerned. Essentially, my problem is that I'm going to spend a lot of time working on some uber-alien boss monster to challenge the Kill-Team with, but then one of the players is going to get a string of Righteous Furies in a row and said uber-boss will be turned to paste in a single round. I don't really want that, so would it be horribly unfair of me to rule that you can only auto-confirm Righteous Fury on the original hit that you scored on an alien, and not on any hits that result because of said Righteous Fury? Or should I just leave it be and let the Space Marines be unstoppable boss-killing machines?
  11. Meh, some people will always drag their feet in the face of change, but I feel that the changes in the Necron codex are good ones. For one, the bit about the C'tan being behind everything kind of undermines the motivations and desires of other characters. It's sort of like in the Star Wars prequels. Both sides--the Republic and Confederacy--were secretly being run by the Sith. Once you realize that, you're kind of like... why exactly should I care who wins? All the various heroes and villains and their deeds lose meaning, and the old Necron fluff presented a similar problem, I think. That's been taken care of, though, and replaced with a much better story of betrayal, horror, and loss. It's actually kind of heartbreaking what the Necrons went through, even if they had it coming. The C'tan were also way underpowered on the tabletop compared to what they should have been able to do. I mean, you eat stars for lunch and all you can do on the battlefield is blow up a few tanks? What? But now that they're shards it makes more sense. Charmander said: While I'm not an expert on the settings or Necrons, it seems that they're bringing the Necrons back in line with the previously established setting. If they aren't of the warp, then why should they be able to move FTL? The Warp (or webway) in 40k is the means with which people zip around, right? So why should a given race be given some technological work-around that bypasses the danger of using Warp Travel? The Tyranids can already bypass Warp Travel by using the gravity of a target system to create a sort of physics-distorting tunnel that they can travel through. It's perfectly safe--for them--but the disadvantage is that it's kind of slow. Still, I like to think that the Tyranids have such a strong and powerful psychic presence that if they did want to travel through the Warp, they could, and kick over all the Chaos Gods' sandcastles in passing. Then again, I play Tyranids so I may be *slightly* biased. Anyway, I think that might answer your question--the Imperium doesn't use alternatives to Warp travel mostly because they aren't as fast or are simply beyond their understanding. And at this point, with the Navigator Houses being as powerful as they are, it's really too late to switch. Also, it's not really the people traveling through the Warp that Chaos cares about so much as all the people in the galaxy continuing to feed it with their hate, lust, and despair.
  12. Sorry for the late reply, but I've been playing our game via Skype and it works pretty well for the most part. You'll need to decide how to handle dice rolls, however. There are applications to facilitate that sort of thing, though, such as Fantasy Grounds.
  13. Trust a complicated job to minions? Maybe not the best idea. See, depending on the character and his background, he might want in on the mission whether or not the RT would want him there. Not just the Navigator and Astropath, either. The Missionary might want to be on the ground and evaluate heathen populations in order to determine if they can be converted, or if they are too corrupted to be saved. He won't trust that job to a choir boy. He'll want to put his own intuition and experience into it. The Explorator, on the other hand, is most likely the foremost expert on the ship on everything technical and scientific. Once the mission runs into something odd--and it will--the Explorator will simply have to be there. Not only that, but the Adeptus Mechanicus will probably want him putting feet on the ground in any case to make sure the Rogue Trader doesn't try to hide any juicy new technology and artifacts from them. Lastly, even the other classes, like the Void Master, Seneschal, and Arch-Militant, may have their own reasons for wanting to join the mission, be it personal or professional. Lastly, might I suggest, GreyHunter88, that your players are thinking about this too hard? The question is not, "Why should I endanger my life by going down there?" but rather "Why not?" This is a universe where people drive their tanks into the enemy so that they can hit them with their swords and your PC's are wondering why they should bother with away missions? Come on! Get into the spirit!
  14. YokuniCat said: So the GM has decided my explorator is not fun, I am therefore now playing a an astropath (my 2nd choice). He hated my explorator I could do tech stuff and fight really well in close combat. Wait, hold on. Are you saying he forbade you from being a Tech-Priest because you were doing too well? Your GM's a freaking tyrant if I'm interpreting you correctly. You should be able to play any class you wish! And too good in close combat? Dude, the Explorator isn't a melee scrapper first and foremost. He can do it, sure, but most of his offensive talents seem to focus on ranged combat. Is he going to take the astropath away from you too if you start dominating people's minds and crushing your foes with a thought? Argh.
  15. Bleh. Formatting's screwed up. Quoted text will be in italics. Fgdsfg said: Well, it's no wonder you don't understand how that's a question... given that you completely misunderstood it. The issue is this: Should you trust someone that's loyal to your coin, or someone that's not loyal to you at all, but rather, their own side? And a particularly nasty side, at that? The Nazi officer being educated only makes him more dangerous to you, and "honourable" would depend heavily on the officer in question (I wouldn't bet my life on it, honestly). Likewise, a Rogue Trader choosing between an Ork and a Necron ally faces a similar dilemma. Yes, Orks are treacherous, but kind of simple-minded and generally content so long as they get plenty of teef, trinkets, and fights to pay them off. They also have no qualms about killing their own kind whatsoever. I have trouble imagining a Necron, a Lord even, being placated so easily, or taking action against other Necrons. A betrayal would be inevitable in any case, because unless this particular Necron has a really messed-up backstory, he's never really going to be on "your" side. That assumes that the Necrons don't specifically modify the infiltrator so that it appears that his body is purely Imperial technology. Pretty big assumption, don't you think? It would hardly be the first time an alien changed its appearance so it could infiltrate the Imperium. Yes, the Inquisition may find the alien eventually, but that sort of thing happens. And, what, another alien is going to point him out? Yes, trust the pointy-eared bastards who are infamous tricksters. That'll happen. Side note--I like the fact that the C'tan have been relegated to being just Shards trotted out to do the Necrons' bidding, because it resolves a problem that's always bothered me. And that problem is, if the C'tan can swallow up stars and consume the souls of countless millions, then why exactly are they ONLY powerful enough to manifest themselves as a small, physical being that can blow up a few tanks or wipe out a couple squads of Space Marines? Shouldn't they be able to wipe out entire worlds with a wave of their hands? But now that they're Shards, their power level is more believable, and the Necrons get to emerge from under their shadow as having a personality and theme of their own.
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