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Cornwallis

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  1. Like
    Cornwallis got a reaction from Decessor in General Lure of the Expanse thread   
    it could be fun to actually play out the massive damage he would cause with warping there, lengthen the time just enough to calculate in everyone fleeing to make it to their ship and then some massive piloting through a warp-splosion
  2. Like
    Cornwallis got a reaction from Decessor in General Lure of the Expanse thread   
    my biggest thing I think is a writing descrepency saying the Light can warp jump in just one hour after leaving the planets orbit. wouldnt that be way way too close and annihilate everything and everyone within range? easy enough to say it takes longer but that would give the explorers time to ransack the holds as well.
     
    So far the party was smart enough to keep the Light a secret but as soon as Bastille gave the "I'm outa here" they went to work and probably wont think about how much longer it'll take him to be out of range then it'll take them to fix the engines etc. I'm totally on the idea he'll immediately turn around and likely claim it himself if he can or reluctantly ask for aid if need be, but either way I cant seeanything happening in time before that ridiculously soon warp jump, and if they did stop him, they'll get wayyy to much loot for me to come up with in the hold they're running through 
  3. Like
    Cornwallis got a reaction from Decessor in General Lure of the Expanse thread   
    I was thinking of witnessing the escort destruction but didnt know what the two captains would say to us after. Bastille would probably be along the lines of "leave or get the same treatment" and dont know what the escort captain would say unless its completely destroyed. Perhaps Bastille would mention the escort following us! good encounter outside Light of Terra.
     
    Might have Gerrit outside dross actively selling the map point to rivals knowing "nobody" can land and get to it.
     
     
    Update: when explorers resupplied and left Footfall, they first hired some Kroot there to assassinate any rivals who also show up, then when they were heading to jump point Charlabelle returned battered up and let them know it was from Eldar outside warp gate to processional (she just said completely empty system with weak map signal. couldnt reach it before retreating, so neither party knows about the gate yet) they tried to come up with a trade for info or whatever but she let it slip she found no map sites, just one destroyed one (party's doing). She offered to bring them to 'blank system' to double team eldar and get the map but they refused and left her at footfall. They realized they sent her to her death what with the Kroot they hired, but they dont remember/realize she's very Kroot friendly already and probably wont work and may end their weak alliance.
     
     
    On another note, has anyone played the Sabrine added world? I just learned about it. looks cool but Ill probably save that for another campaign
  4. Like
    Cornwallis got a reaction from Decessor in Kronos settlement on Choir   
    depends on the planet you're colonizing. I assume since its named its in one of the books or something but I dont remember it. 
     
    any planet will need people like Greg said. a highly forested planet might need metal for buildings or machinery, fuel to run them, starting equipment for your colonists to survive with (thinking machettes to hack paths, flamers to stop the acid flowers before they spew, those pre made hab shelters), sounds like you'll want to bring in plenty of plascrete to lay down so worms dont pop up right in town etc.
     
    they could always need specialist colonists as well. some catachan style jungle guides so scouts actually return, tech priests for whatever machinery, enforcers or even a guardsment regiment to be garrisoned there if a full defence is needed. missionaries if your colonists arent up to snuff on their oh holy vows. basically any adeptus faction might want to be represented there as per usual with all newly founded imperial worlds.
     
    maybe even food could be a problem there. if the plants spit acid, I'd bet eating the plant would not be very pleasant. hyper worms might be too hard to kill to count on, gardening themselves would be difficult if dirt means getting eaten from underground.
     
    then theres always luxury items. definitely not necessary but a little comfort from home can go a long way in keeping people happy on Planet Tremors and could make for a trade item to get more production.
     
    any little thing they could want or need that they cant make themselves, they'll be asking the rogue trader to import. maybe just a couple things at a time, but quite a few to start to make it survivable all the way til your next visit
  5. Like
    Cornwallis got a reaction from Decessor in New to Rogue Trader   
    Into the Storm is the essential. after that it depends what you like reading about. core book has a basic adventure. I suggest GM kit if not for its adventure, but that the board has been more useful to me than any one book
  6. Like
    Cornwallis got a reaction from scammer762 in Kronos settlement on Choir   
    depends on the planet you're colonizing. I assume since its named its in one of the books or something but I dont remember it. 
     
    any planet will need people like Greg said. a highly forested planet might need metal for buildings or machinery, fuel to run them, starting equipment for your colonists to survive with (thinking machettes to hack paths, flamers to stop the acid flowers before they spew, those pre made hab shelters), sounds like you'll want to bring in plenty of plascrete to lay down so worms dont pop up right in town etc.
     
    they could always need specialist colonists as well. some catachan style jungle guides so scouts actually return, tech priests for whatever machinery, enforcers or even a guardsment regiment to be garrisoned there if a full defence is needed. missionaries if your colonists arent up to snuff on their oh holy vows. basically any adeptus faction might want to be represented there as per usual with all newly founded imperial worlds.
     
    maybe even food could be a problem there. if the plants spit acid, I'd bet eating the plant would not be very pleasant. hyper worms might be too hard to kill to count on, gardening themselves would be difficult if dirt means getting eaten from underground.
     
    then theres always luxury items. definitely not necessary but a little comfort from home can go a long way in keeping people happy on Planet Tremors and could make for a trade item to get more production.
     
    any little thing they could want or need that they cant make themselves, they'll be asking the rogue trader to import. maybe just a couple things at a time, but quite a few to start to make it survivable all the way til your next visit
  7. Like
    Cornwallis got a reaction from Shadow070mni in GM rant, leave yours here   
    its like the age of sail. When Columbus got to the Americas, he had no communication without actually sending a ship back on the three month journey to Spain with his message, hope it doesnt sink for any reason, hope the queen/king get and decide to reply, another 3 months back. 6 months with no response. plenty of time for his colony to be overrun, starve out, anything. Same goes for interstellar space now
  8. Like
    Cornwallis got a reaction from Shadow070mni in GM rant, leave yours here   
    I'm pretty sure you have to have already translated to the warp to be able to locate it. my last few sessions have been more warp travel than campaign so I've read the rules quite a few times (plying the warp from Navis Primer, but no book in front of me so IIRC)
    you can tell if the astronomicon is ABLE to be found before translating but cant actually find it til you take the dive.
     
    on that note. YES warp travel is a *****! its fun exciting dangerous and all that but in five jumps my party's ship was almost exterminated of life once and nearly crippled twice. Albeit I do take a good portion of the blame because I didnt know how short the jumps were supposed to be. LotE stated 30 days to quppa psi I think it said, so made every jump after about the same before reading in NP that footfall to zayth is only like 9 days. so my poor crew ended up with estimating 24 warp encounter rolls between leaving and returning to footfal and only got alls well result once. ONCE. these guys dealt with so many warp rifts I started to feel so bad I started bargaining fate point costs to lower the rift time lengths.
  9. Like
    Cornwallis got a reaction from Tenebrae in GM rant, leave yours here   
    its like the age of sail. When Columbus got to the Americas, he had no communication without actually sending a ship back on the three month journey to Spain with his message, hope it doesnt sink for any reason, hope the queen/king get and decide to reply, another 3 months back. 6 months with no response. plenty of time for his colony to be overrun, starve out, anything. Same goes for interstellar space now
  10. Like
    Cornwallis got a reaction from Robin Graves in Why we play 40k   
    To question the Corpse God. and of course serve Chaos
  11. Like
    Cornwallis got a reaction from Radwraith in Sanctioned Psykers   
    per planet I'dnsay you're right, but then theres planets with higher levels of psyker presence to pull from, imperial worlds too far out or backwater to actually procure an astropath themselves etc. theres plenty of planets out there without astropaths just like there are plenty more with ample astropaths to spare
  12. Like
    Cornwallis got a reaction from Robin Graves in GM rant, leave yours here   
    its like the age of sail. When Columbus got to the Americas, he had no communication without actually sending a ship back on the three month journey to Spain with his message, hope it doesnt sink for any reason, hope the queen/king get and decide to reply, another 3 months back. 6 months with no response. plenty of time for his colony to be overrun, starve out, anything. Same goes for interstellar space now
  13. Like
    Cornwallis got a reaction from Trailblazer in GM rant, leave yours here   
    its like the age of sail. When Columbus got to the Americas, he had no communication without actually sending a ship back on the three month journey to Spain with his message, hope it doesnt sink for any reason, hope the queen/king get and decide to reply, another 3 months back. 6 months with no response. plenty of time for his colony to be overrun, starve out, anything. Same goes for interstellar space now
  14. Like
    Cornwallis got a reaction from Lynata in GM rant, leave yours here   
    its like the age of sail. When Columbus got to the Americas, he had no communication without actually sending a ship back on the three month journey to Spain with his message, hope it doesnt sink for any reason, hope the queen/king get and decide to reply, another 3 months back. 6 months with no response. plenty of time for his colony to be overrun, starve out, anything. Same goes for interstellar space now
  15. Like
    Cornwallis got a reaction from Trailblazer in General Lure of the Expanse thread   
    it could be fun to actually play out the massive damage he would cause with warping there, lengthen the time just enough to calculate in everyone fleeing to make it to their ship and then some massive piloting through a warp-splosion
  16. Like
    Cornwallis reacted to Errant Knight in Casting: The Bridge Crew   
    I ask the players to do this, and more.  I'm busy building the rest of the universe.  Surely they can come up with their ship.
     
    Still, sometimes they just don't want to do it.
     
    [GM to RT] Your wife has entered the meeting room where you are having this council with the Ad Mech reps.
     
    [RT to GM] Oh no!  She'll ruin everything!  Is she wearing that cat-suit bondage outfit again?
     
    [GM to RT] No, this is the other wife.
     
    [RT to GM] I have 2 wives?!?
     
    [GM to RT] I told you to draw up your family or I would.
  17. Like
    Cornwallis got a reaction from Sebastian Yorke in GM rant, leave yours here   
    I'm pretty sure you have to have already translated to the warp to be able to locate it. my last few sessions have been more warp travel than campaign so I've read the rules quite a few times (plying the warp from Navis Primer, but no book in front of me so IIRC)
    you can tell if the astronomicon is ABLE to be found before translating but cant actually find it til you take the dive.
     
    on that note. YES warp travel is a *****! its fun exciting dangerous and all that but in five jumps my party's ship was almost exterminated of life once and nearly crippled twice. Albeit I do take a good portion of the blame because I didnt know how short the jumps were supposed to be. LotE stated 30 days to quppa psi I think it said, so made every jump after about the same before reading in NP that footfall to zayth is only like 9 days. so my poor crew ended up with estimating 24 warp encounter rolls between leaving and returning to footfal and only got alls well result once. ONCE. these guys dealt with so many warp rifts I started to feel so bad I started bargaining fate point costs to lower the rift time lengths.
  18. Like
    Cornwallis got a reaction from filliman in Casting: The Bridge Crew   
    my group tends to be very party oriented and my NPC running skills are lacking. I even have trouble running NPCs with full book profiles but we get by. basically the trend has been in our crew, if a crewman gets a name, that name is Carl and Carl is doomed to be a death-prone whipping boy. Its rumored that every crewman get renamed Carl on arrival and the captain doesnt even care to notice weather its the same Carl he calls to heel
  19. Like
    Cornwallis got a reaction from Sebastian Yorke in GM rant, leave yours here   
    GM rant:
    I'm currently running LotE as well and after something like 12-20 sessions we're about halfway through. I understand the railroad aspect everyone has been mentioning but for my group that has been alright. Minus me and one player everyone else is fresh off the DnD boat and have barely even started feeling the freeroaming wonder of RT. So even though everyone is pretty content on just Indiana Jonesing through through this or any other adventure but I'm constantly feeling like they can do so much more! I always want to give them so much advice on what the can or should do but I hate straight up telling them what decisions to make. I think about making a GMPC strictly for giving that advice a body and personality but I just remember how terribly those are and dont know how to balance it. on the other hand of this, even though I want to and want the party to scale up their encounters, I still dont really know how to scale up for them to begin with. Maybe part 3 will help me with that (havent read ahead) but so far part 1 and first 3 star map locations havent really dealt with it. one starship battle leaving footfall and one 40-50 man firefight on quppa psi which just boiled down to a duel anyway (another gear grinder of mine but due to my own ignorance but thats another post)
     
    tl;dr  cant scale up, cant give advice without feeling like the railroad conductor, and cant figure out incorporaring the rivals as a bonus
     
     
    edit: oh and psykers. I have an astropath and navigator and keeping them in line or balanced is tough. the warp ee is one hell of a glass cannon and left our navigator out of commission during two battles being passed out and bored all session
  20. Like
    Cornwallis got a reaction from Radwraith in Teleportarium question   
    Personally I would rule if in combat a test would definitely have to be made to teleport in a bomb. either a BS or Tech use test to properly aim it during combat maneuvers. That or a real hit and run must be done beforehand. I could see it being no test easy if both ships were holding still during communcations or something. but even then maybe a tst to detonate it remotely, or a timer so the other ship has however much time to find and defuse it. theres options out there
  21. Like
    Cornwallis got a reaction from Nameless2all in Teleportarium question   
    Personally I would rule if in combat a test would definitely have to be made to teleport in a bomb. either a BS or Tech use test to properly aim it during combat maneuvers. That or a real hit and run must be done beforehand. I could see it being no test easy if both ships were holding still during communcations or something. but even then maybe a tst to detonate it remotely, or a timer so the other ship has however much time to find and defuse it. theres options out there
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