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About Xanthia

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  • Birthday March 8

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    Adelaide, South Australia, Australia
  1. Oh I applaud what you did there, it was just the point a few days later where I was making a joke about what happened and then realised that you played me into that position expertly that made me go "...Wait... GOD **** IT STEINAR"
  2. So this applies across most if not all of the 40krpgs, but because the question came up in a Rogue Trader game initially, I'll post it here. When a PC has a force field of some sort, do they resolve the chance that it will block the attack on them before or after they roll their reaction? The rules for fields that I've been able to find do not address this directly. The closest I've been able to come after some in-depth discussion with another RT GM friend of mine, points to the following language in both the field and the reaction text blocks: So the interpretation of reading those two rules in conjunction suggests that you resolve the field activation first, and then and only then if the attack is successful and damage should be rolled, does the dodge roll come into play. However a couple of my players are arguing that logically from an in-character point of view, someone is going to dodge as soon as they realise they're being attacked - even with a force field, as the potential for that to activate is not a 100% certainty. So they're arguing that you should resolve a dodge action first, then if you don't manage to avoid the attack in the first place then you should see if the field activates, kind of a Hail Mary second chance situation. I have seen a wiki from another GM's RT campaign that says they houseruled this in as a rule. I'm stuck between both viewpoints, because mechanically I can see how the language used in the system supports view a - fields come first. But from a fluff/storytelling/logical character actions perspective, I also can see the validity in my players' view b - resolve reactions, then see if the field triggers if you can't mitigate the attack in another fashion. Thoughts? Suggestions? Ideally feedback from an official source would be great, but right now I'd just take logical arguments for either side - or a link to anywhere that this discussion has been held before if it's available.
  3. Ausposters, where did you get your copies from? Also, why are book depository only showing what I presume is Koronus Bestiary as "Xenos Compendium"? www.bookdepository.co.uk/Rogue-Trader-Xenos-Compendium-Fantasy-Flight-Games/9781589948013
  4. That's brilliant! I just wish you'd been around a few months ago when I was looking for schematics and ideas for how to layout a Dauntless for my players
  5. Hey Memetix, Thanks for the quick response. First Founding is actually a supplement in and of itself that details the Iron Hands, Raven Guard, Salamanders and White Scars, as well as a few other bits and pieces store.fantasyflightgames.com/productdetails.cfm And that answers my problem with the wounds. Because I'm trying to use a chapter that's not actually in the spreadsheet, and I haven't got all the Custom Chapter details filled in yet, obviously it's not triggering the wounds rolled. Thanks for that, now I know what I need to do to get it working
  6. Couple of quick questions, I'll bump for great justice: 1) Are the First Founding chapters for Deathwatch going to be added to the spreadsheet? and 2) I'm having a weird problem with Wounds not calculating correctly. To be specific, they're not calculating at all. I put the rolled number into the "Wounds" Rolled Value field, and the calculation doesn't appear at all. I'm using Office 2010 on Vista - am I doing something wrong? (besides using Vista ) 3) If I go into the "Chapters" tab and try to put in the details for my Chapter, when I add the +5 modifier, no matter what I choose in the two dropdown boxes, it sticks on BS and WP. Possibly related to the above?
  7. I've set mine in the latter years ("current day" according to Epoch Koronus, but I can't look it up right now because I'm at work and don't have my files). I want there to be a fair bit of history in place for my players to plunder, and my players themselves wanted an RT dynasty that had been around for a couple of thousand years, but that had fallen on hard times recently. This works for me because I'm a new GM, and it's helpful to have all the prebuilt stuff available to plunder as and when I need it.
  8. Thanks again for the help and ideas guys I had most of my core ideas worked out, but these are all some great ideas to help refine it all. And you're right Alasseo - now I think about it, I do recall reading fluff that involved using a stasis container to travel somewhere and bypass security. I just completely blanked on that thought when I was setting all this up. I've read so much fluff I can't even keep it all straight any more. I want this tech-priest to be a boogeyman of sorts for the local tribes - almost like their Devil, in a way (God-Empra being, well, God of course). So the sneaking out periodically to raid villages for bodies for more servitors fits that nicely as well. A few stasis naps here and there, so his visits are more of an "Every x generations the devil appears" story than a regular occurrence... It's all plotting along nicely in my head and notebooks.
  9. I didn't think about having him raiding the villages for specimens to put into his servitors, that's a brilliant idea I could use that as another hook to keep my players on-planet or to gently choo choo them towards the ship. Heee. Ahem. I mean, I should be working right now. Not GM planning
  10. Actually, if I could piggyback on this discussion (and hope none of my players pop in here to read this) I'm fully cognisant of juvenat treatments, the age ranges of various Space Marine chapters and well-to-do Inquisitors and AdMech and the like, but I've got some details for an NPC I'm trying to hash out and this discussion ties in with that. I have a planet that my RT and his crew are going to visit - the planet is inhabited by a tribal offshoot of humanity, who are the descendants of a crew from a pilgrim ship that crash-landed on the planet nearly 2000 years before. I was planning on the remains of the crashed ship having been gradually subsumbed by the planet until it's now just another geographical feature (A forest-covered mountain), with a strong taboo against anyone approaching or entering the "cave system" of said mountain. Why? Because when the ship first crashed, a surviving Tech Priest went a bit cuckoo-bananas, was trying to repair the ship or salvage what he could, decided the other survivors were trying to sabotage his work and destroy his Machine, and he set battle-servitors of various stripes up to patrol and guard the ship, and make tasty gibbets out of anyone who approached. Warnings about "Don't go near the ship, the Tech Priest has gone mental and is murderating everyone" have gradually become legends over time about ghosts and demons in the heart of the mountain, destroying any who go near. I would like, if my players decide to try and loot the tasty pilgrim ship (relics and sacred artefacts, yay!), to still have some of the servitors roaming the corridors, and possibly even Señor Tech Bananaphone lurking around somewhere in there. But after 2k years, is that possible? I was thinking the ship would still have minimal background power, so servitors could conceivably be recharging that way - but what about their gooshy human bits? And the TP himself - if he was sufficiently machine-like before the crash (or upgraded himself enough after), could he have survived that long? I was planning on having a stasis-vault on the ship where relics and artefacts may be - can human(oid)s safely use stasis fields or is it for inanimate objects (Hi Rowboat Girlyman) only?
  11. I hope like hell that none of my players are skulking around here, reading this. I'm just going to have to take my chances Hokay, so last night I was chatting with the player of my RT's Senechal, and he said he'd like to look at hiring some "specialists" to keep in his employ for covert "wetwork" - professionals who he can contact on the QT if ever anything needs doing, and he wants to get a job done without getting his (and by extension his Lord-Captain's) hands dirty. We chatted about it for a bit, I told him to tell me what sort of specialists he'd like so that I can work out if it's feasible or not, and then I'd let him know if he can acquire them or what he'd have to do to get to the point where he could. So anyways, I was on the bus in to work this morning and had what I thought was a brilliant stroke of brilliant genius - I've already tied threads to the Inquisition up into the adventure we finished last session and the one that I'll be running over the next few sessions, so why not let him have a "specialist" or two, and use that as a handy inroad for one or more Inquisitorial agents to infiltrate the crew? And at that point a character popped fully-formed into my head. I will admit there's certain aspects of her that are based on Kara Swole from the Ravenor series, but tell me what you think: Jaspar Dewitt Appearance -at first glance appears to be a juvenile male, young to mid teens. Perpetually grimy face, dirty ash-blonde hair, dark brown eyes. Wears scrappy, worn but well-mended clothing. Closer inspection reveals lines around his eyes and mouth, scars and rough skin on his hands -possible giveaways that he's undergone juvenat treatments. "He" is actually a woman. Previously a gymnast, indentured to a travelling carnival. Came to the attention of the inquisition when the carnival was revealed to be a front for recruiting for a cult of the ruinous powers and she escaped an attempt by the cult to sacrifice her to their foul patrons, leaving a trail of bodies in her wake. Became an operative of the Ordo Hereticus -has been tasked with securing a position within the crew of a rogue trader for her Master's own nefarious purposes... My thinking is that she's actually been in the employ of (faceless Inquisitor) for a few years now, and has become trusted enough to have been granted augmetics and certain other benefits. So whilst looking like a pubescent boy, she's actually quite a skilled and dangerous fighter. I was considering but I don't know if she might even have some training in assassination techniques or something similar? And/or maybe has some sort of recording bionics or other implants of the same as well, so she can report back to her handler things she's seen/heard? I have no definite plans at the moment beyond getting her into the crew and leaving her there kind of as a sleeper agent for future adventure/plot twists. But tell me your ideas, tell me what you think, what could be improved, what seems stupid?
  12. Thanks for that bobh! That helps a whole lot just to get my head around loose ideas of where things could fit, and also confirms a few ideas about where I thought certain things should or would be.
  13. I figured a full deck plan was out of the question. It was nice to hope that some engineeringly-minded fellow geek had even brewed their own deck plan, but I didn't entertain much hope of that. Thanks for the higher-res of the Dauntless, Errant - that actually does help a whole lot. Obviously I'm going to have to make a whole bunch up, but just having a good image of the exterior helps in terms of getting my head around the layout. The problem is that my players are realism junkies, as much as you can be in a 40k setting And I've got terrible spatial awareness (Living up to those female stereotypes, donchaknow!), so I need as much layout info as I can so I can keep everything straight while they're trying to steal the boat and scarper with it [Edit]:Millandson - I figured that much out on my ownsome. Also you point the pointy bit at the enemies and pewpew until they go boom Nerdynick - my boys are playing funny buggers with the prow armament. Apparently we've taken off the lance and haven't installed torpedoes. I think.
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