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  1. Turn 1: you fire it. Turn 2: It has a "cooldown", and/or the crews reload ordnance. Turn 3: you fire it. Turn 4: reload it. Etc. Like several other more complicated, keep track of ammo" weapons, this one can take along time, in between shots, to be readied to shoot again.
  2. I'm fine-tuning an NPC, to be used in space combat, and one of the "advantages" he will get is a deviation in ship design; his will have a droid socket, like the X-Wings of the Rebellion/Resistance. Well, give TIE Fighters their lumps, but they are hella-fast, very agile, and flown by one man, who seems very capable of both handling that sped/maneuverability, AND firing the lasers at enemy fighters, in dogfights. So, what advantage would he get from having an astromech plugged in, where TIE Fighters don't? In the game, PC pilots often seem to start with the Y-Wing. It's older, but durable, and means the party has less assets allocated to them, early on; there's better to "level up" to. If the one player is handling flying/shooting, what is the other PC doing? What Job/Talents are a good fit? Is their ship getting whole extra Actions, because of the second PC? When you get up to an X-Wing, you'll lose that co, but gain an NPC Astromech (unless someone is playing one, and then maybe it'll join you). My memory says they usually have Galaxy Mapper, and Hold It Together, but what else are they doing, PC or NPC, to assist the pilot, where the TIE doesn't really seem to need it, or too bad doesn't get it? I'm sort of trying to make my own take on a Jagged Fel, and while I wouldn't want him to scream "BROKEN!", I do want to give him every fair advantage, to illustrate his best of the best aspect, so I'm curious what his astromech brings to the fight, or what a co-pilot would, if they used two-seater craft? Thanks much!
  3. Thank you very much. I liked some of the funny art that appeared within. I'll look through it more, a bit later, after I'm done with work. At ViperMagnum357: Thanks, but it still, sort of, doesn't answer one of my questions. They were breeding copies of Officers; men and women who sit in a bunker, or aboard an orbiting spaceship, moving ground forces around like pawns on a chess board, and sometimes with as much callous detachment. Why would groups of these people be put with ground-pounder troops, where they could piss them off? Stick them in a hololithic-equipped war room, alone if you have too, and let them strategize, then implement their presented plans. I suppose their luck thing could even taint this, maybe, as their seemingly perfect plans lynch-pin themselves into the ground, after some little butterfly effect thing changes everything, but it seems odd that they did this the way they did, even if the troops had worked, without a hitch, as soldiers, and officers, seem to do some very different jobs, in some very different ways. Oh well, it's neither here, nor there, now, is it? Thanks much for the insight, and have a good one.
  4. I was flipping through Only War, and some Rogue Trader, while doing some stuff for a story, and I was reminded of the Afriel Strain project; an attempt to clone some of the Imperium's greatest mortal heroes, on a massive scale, and create an army of "human supermen", based on the likes of Macharius, Gaunt, Yarrick, or whomever else's genetics you could acquire. The project was a riveting success...with equally fail-tastic setbacks. Now, while I've read Macharius, and at least in Angel of Fire, he does even seem to be almost superhuman, before his youthercizing drugs begin to fail, it's his mind they were going after, as he was among the greatest generals, not mere soldiers (sorry, anyone), in the history of the Imperium. Why were they mass-producing them, and then throwing them into ground battles? Why weren't they crafting smaller "Command Units", and putting their tactical abilities in control of mass troops, or do they already have enough leaders, and they just wanted superior, super-smart grunts? Okay, where this BS is going is that I was wondering what sort of template, akin perhaps to the Gland Warrior, one might attach to an Afriel-strain Abhuman? For this story, the Rogue Trader only finds one, because most Rogue Traders do only find one of a rare thing; that's what makes it valuable. This example is one Setiva Drusilla, and she believes herself to be the daughter of Saint Drusus (she is, in fact, an Afriel-strain clone of the Hero of Calixis, and no actual time-travel shenanigans are afoot). In my HC, the Tau invade the Koronus Expanse, with help, and the Calixis forces need to try and prevent them from getting a foothold there, before they might then launch an offensive on Calixis, which has already found itself on hard times. Setiva learns of this, by some means, and decides that, as her "father" saved Calixis, she must help to save Koronus, and, by extension, Calixis, maybe even surpassing his legend, in the act. So, she finds the forces mostly tasked with dealing with the Tau incursion, and wants to help them, lending her impressive tactical mind, and other Afriel-level abilities, to the cause. Thus, we come to the conundrum; on a one-person, template scale, what might those abilities be? I don't know how much better than a man, but worse than a Marine she'd be, except apparently, even as a clone of someone as charismatic as Macharius, or Drusus, she'd have shite Fellowship, and so leadership might be tricky; thanks, Chaos. Any ideas would be much appreciated.
  5. Well, I might not suggest it actually be a Dominte plot, as much as some evil Inquisitor BBEG might be able to use some of Duke Severus' contacts, infrastructure, and what have you to make it appear to be his plot. Who knows where the ship carrying the ext was originally bound, but he has access to some Rogue Traders, who might've heard about a "mysterious ship carrying special cargo" (maybe it was going to the Reach, and we all know that, in some ways, no secrets can truly be kept secret), or the Inquisitor might've covertly let some of this knowledge slip to him, or other individuals, and now it can be up for grabs; how actually involved someone like him is in the whole affair is completely up to you, and no PCs are going to have access to him, to check, but he has had some access to some various stuff, and he's still not losing his war, entirely (none of those campaigns are ever written to actually "end" ). If you want to slip in someone else, that works, too; I was honestly just going for name recognition, and I've been looking at OW books, for no reason, lately. "Learn of virus bomb on-the-move --> steal ext --> smuggle onto cargo ship --> crash cargo ship into Scintilla --> PROFIT!!!" may still be a workable, albeit maybe overly simple, plan, depending on how you want to strike the sector capitol. Most of the others require dedicated fleet-presence, specialized launch devices, or possibly more overt Inq intervention, which BBEG might be leery to do, giving himself, at least partially, away. Again, best of luck!
  6. Some of this will seem BS, but there is a little war, and an evil maniac, not too far from the Calixis Sector. If a certain Duke wants to really hamper the Imperium's ability to prosecute his secession, he might have access to such a weapon, if they can find a Rogue Trader, or maybe a Traitor Captain, with a ship, to carry it, and use it. It would certainly depend on the choice of exterminatus weapon you wanted, but if Severus had, heaven help us, access to a virus bomb, either from his own connections, or maybe some DE equivalent the Kabals gave him, you might be able to fly a ship to Scintilla, without drawing suspicion, and then crash it into the planet, releasing the virus, before any defense mechanisms come into play. While such weapons are certainly very hard to come by, they do have to be transported, occasionally, and the bad guy, for wanting to hit paranoid Hax, and a whole coalition of Inquisitors, with more than a few diviners, in their employ, might quite possibly need to be a Radical Inquisitor; he could have some crazy loyal zealots, "steal" the virus bomb, through the efforts of Severus, get it on a ship, unknown, fly to Scintilla, "capture" the ship, and scuttle it into the planet, releasing the virus on the unsuspecting populace. If they heard about the attack, capturing the ext, or someone in your Inquisitor's employ heard some weird chatter from the crew of some ship (the sacrifice ship, unknown to them), they might put some things together, and learn of the device, or its location, and then they might need to intercept the ship, if they can acquire access to one of their own, and try to intercept it. I'll give it some more thought, and maybe throw some more stuff up here, especially if i come up with anything better. Sorry if it's a bit generic, and best of luck.
  7. Yep, Ian McDiarmid wins; one of those little Special Edition changes I'm actually really glad the did, in ESB, even though, in 1980, I guess the other voice was fine (the effect was creepy). I can see where the "what's he talking about here?" could come up, from my naming choice, apologies.
  8. That could work; I wasn't sure if the Emperor liked showing someone who "has the authority to speak for him" publicly, and who that would be, but I suppose there could be someone. As for his own appearances, in Saga Edition, one of the campaign books illustrates an elderly body-double, who the party can go after, so it stands to reason Palpatine could have stand-ins, and maintain a public presence, even use the Force to puppet the poor bastard, if need be.
  9. Well, the NPC, and his team, are already the pet project of a Moff, and it might seem a bit less sincere to have her do it, when they already see her regularly. Still, the Moffs often compete, and she might have enemies, so I could see the Emperor getting another Moff, who isn't on good terms with her, just to keep them at each other's throats. I just wasn't sure if there was a specific, "official" man who frequently appeared on Holonet broadcasts, to dictate the Emperor's "reforms" to the people, as things happen; I like to think I know most of the names, but then people remind me how many of those "no longer matter", or what not. Thanks, though.
  10. So, after a certain point, the Emperor starts to limit his public appearances, for various reasons. After that, he still makes edicts, and enforces his will, sometimes even with Storm Troopers, or Darth Vader, but who would be his "public address" face? I have an NPC that caught the Emperor's eye, and is called to meet him; a great honor, to said NPC, but the Emperor, for all his power, must still like positive PR, and I want the people, both loyal, and Rebel, to see a broadcast where this man is publicly congratulated for his actions against the Rebellion, to inspire the citizenry, and sew fear in the Rebels. Problem is, I don' know if Palpatine would break his media absence to do this, personally, or if he'd have some other person, his "public speaking" face, do it for him, and whom Palpatine would put in place to address the people, in his place, while the reclusive ruler "deals with more critical matters"? I usually know my old Star Wars great, but I can' think of who would do this, in the Emperor's absence. Any ideas would be great!
  11. So, several years ago, maybe, certainly some time ago, at least, I wondered about a couple of interesting ideas for xenos hulls, and have two that I've kind of fixated on, based on elements from my main Rogue Trader story, and I was wondering if anyone might be willing to help me figure out mechanical ways to handle them? NPC ships can potentially suffer, in space combat, when they have to go up against an even semi-optimized crew of players, where each is doing "something" every Strategic Turn, and with really good numbers, while the NPC has regular crew values, and such. So, to harden them up, I had two ideas for some specific enemies to my story. The first is for Orks. While I don't have a scenario where they are the main enemy of a chapter, as most of the published stuff either focuses on Eldar, Chaos, or the races new for FFG RT, I like using them as side-battles, in between other episodes, and want the Ork ships to really take a pounding, but survive for it. They are made of junk, and kind of have no business even working (I know Orks "make it work", and that there are actually sounder principles behind it than just that), so I like the idea of whole chunks blowing away, but then seemingly not effecting the ship; those parts were superfluous armor plates, or redundant components. Something like "the ship can lose some armor value, instead of losing Hull Points (and thus Crew and Morale)", but i don't know how to word it, and to balance it, properly. I was thinking something like "subtract 5 from Armor to negate the damage, sort of like gaining an extra Void Shield", but again, I wasn't sure how to make it work. As i type this, though, I suppose I could note that many Ork ships seem to have more Hull Points, with their cruisers, for example, having around 20 extra HP, so should that maybe be enough, and ignore some wanky system? The second is Nurgle. Later in the story, after the Warpstorm Trilogy, and one other OC campaign, against invading Tau, the Expanse is visited by the Plague Wind fleet of Raiders, under the patronage of Nurgle. Originally, I wanted these ships to do something like the above, sort of copying the "blisters" from Star Wars Mon Cal ships, before I decided that could better serve Orks, while Nurgle-hulls could have cancer, and "regenerate", as the hull plates metastasize, and re-knit wounds, if you will; imagine if Deadpool's cancer-healing factor was part of a ship. I'm not sure how much healing is fair, though, and how often? That's about it. Anyone with some ideas, please feel free to let me know, and also please have a good one!
  12. So, if you decide to, and can role play up the circumstances necessary, you can take your "probably not Sergeant" to the position of "Commander". I get that this is a way to get some leadership abilities, particularly if your character initially didn't take Sergeant, to start with them (not that Sergeant gets NOTHING from this Advance), but what does the acquisition mean, "in-game"? You weren't an Officer, before, so you probably won't be promoted to one now; to the best of my knowledge, most real-world militaries don't even do this, with later Officer training being a rare thing, and a step down in pay, after climbing the rungs of NCO positions (I'm not a soldier, so I don't entirely know what I'm talking about), and the feudal system of 40K seems to favor being born into Officer ranks, anyway, or at least starting as a Cadet, or Lieutenant. Is there some strange position they promote you to, from whatever rank your 'typical" Guard squad soldier, taking orders from a Sergeant, usually is? Does the Sergeant conflict with another "mini-Sergeant"? Do we just assume that the brass gave you a medal, and the perk is the Advance, as opposed to the many others you could earn, that have little static bonuses? Sorry to be weird about this, but my own knowledge of the military hierarchy is limited, whether IRL, or 40K, and when rank matters in military, I want to know what actually happens to a character who gains this Advance, both on paper (their files,not your sheet), and among the other soldiers. I'm writing a story, and the main character is this guy; a nice, slightly naive soldier who has some skills he didn't realize, and did something extraordinary, which resulted in him getting this bonus. Then, he gets sent on a critical rescue mission, because he's apparently that good, and stuff ensues. I WAS going to say he got promoted to Lieutenant, which old fluff characters, like Bastonne, made seem possible, with grunts, but stuff I've read since seems to imply that NCO and Commissioned Officer don't cross, and so I don't know if said soldier "just" got a medal, maybe some laurels to wear, i don't know, and his squad mates, even the Sergeant, are likely to listen to him, or if he actually got some quantifiable reward, to reflect how he gained the Commander Elite Advance, despite not being a Sergeant, already having a Sergeant, and "Commander" being an Officer rank. Any help on what all this means, if you willingly read this far, would be great! Thanks, and have a great day.
  13. Thank you VERY much! Sorry to have been gone for so long, but I was kind of gone, for so long. This is really cool, and I will pour over it, again, and probably have a nice ship for my story, even as a BBEG, if a game of Rogue Trader were ever to fall into my lap. Thanks very much for all the work, and please have a great one.
  14. So, I am not looking for a Rogue Trader who can manage to field squads of Astartes; I know different iterations of the fluff seem to allow this, some Space Marines have traveled with oath-bound Rogue Traders, in the past, and all, but this is for an enemy ship. If the really unfortunate happened, and a group found a ship crewed, at least mostly, with Astartes, what would be the damage/rules perks they could sport? I know Chaos Space Marines are different, and this example actually does depend on the enemy being Plague Marines/Death Guard, or a ship with at least a fair number of them (a warband), and captained by one, but what sort of bonuses would you give a ship crewed by Astartes, or CSM? The ship is NOT a Battle Barge, or Strike Cruiser, as I don't really know how you'd build one of those, in RT rules, but the plan for the foe is a warband named the Plague Wind, led by a Chaos Lord, of some type, called the Plague Lord, till I feel like being more creative. His command ship is an Overlord-class Battlecruiser, called the Pox Totalis. I don't know all of its perks, yet, but it will have virus torpedoes, some heavy guns, and stuff to allow the Death Guard to board enemy vessels, as that is what they are good at. It will also either have an ability to sacrifice armor value, to shrug off some damage (exploding pustule blisters), or limited healing (metastasizing hull), letting it really absorb a pounding. Any ideas of what sort of advantages to give the ship, to reflect its ridiculous crew, would be great. Asa second, while I'm glad I thought of this all before the Death Guard became important, again, I don't know so much about them. Is there a real difference between "Plague Marine" (Nurgle's CSM), and "Death Guard" (Mortarion's sons, who serve Nurgle)? I get that all DG ARE Plague Marines, but not sure if they are really different, sort of like Noise Marines vs. Emperor's Children, and Khornate Berserkers vs. World Eaters. Thanks much, and please have a good one!!!
  15. Ena is not aware of her ability; she more talks to a machine, and it seems to behave, conveniently. She is very loyal to her sister, who is in the squad, her commander, who she is becoming enamored with, and the Empire, though she is not as knowledgeable about what the Empire is really like, and criminally naive, and goes unnoticed. Killgrave is not initially aware of it; he just sees her sort of talking to his droid, and something happens a bit weird (not sure how that'll work out), and wonders how it works. He has seen a few Inquisitor-types, and knows that they are a-holes. He did some researching on a few who used the TIE Advanced x1, since he's flying the same type of ship, now, and might suspect that they are a bit severe, cruel, or stuff like that, and if he realizes what Ena might be able to do, and where theat will lead her, he wouldn't believe her capable of surviving; her strength of will isn't up to snuff, against an Inquisitor. For the moment, they aren't an item, but he is very protective; he's my shining knight of the Empire, after all.
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