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TorogTarkdacil812

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  1. Like
    TorogTarkdacil812 got a reaction from pearldrum1 in So, lets make some regiment using HotE   
    Anybody intrested in making some quick regimental writeups using Hammer of the Emperor? I must say it opened some rather intresting choices. Here are my few ideas.
     
    Mordant Acid Dogs http://wh40k.lexicanum.com/wiki/Mordant_Acid_Dogs
    Origin: Mining Colony
    Regiment Type: Light Infantry
    Commander: Fixed
    Doctrines: Hardened Fighters, Infiltrators
    Points: 12
     
    Death Korps Assault Brigade (featured in http://www.forgeworld.co.uk/New_Stuff/IMPERIAL_ARMOUR_VOLUME_TWELVE_THE_FALL_OF_ORPHEUS.html )
    Origin: Krieg (special Pentinent)
    Regiment Type: Siege Regiment
    Commander: Phlegmatic
    Doctrines: Iron Discipline, Vanguard
    Drawback: Forlorn Hope (aka Dishonoured)
    Points: 12
     
    Narmenian Armoured Brigades http://wh40k.lexicanum.com/wiki/Narmenian_Armoured
    Origin: Imperial World
    Regiment Type: Armoured
    Commander: Circumspect
    Doctrines: Tank Hunters
    Points: 11
  2. Like
    TorogTarkdacil812 got a reaction from wabbitking in Other races?   
    Any love for Dark Ratlings?  Tcho-Tcho style
     
  3. Like
    TorogTarkdacil812 got a reaction from eltom13 in [Provided] Names for servitors and servo skulls   
    No Bob? 
  4. Like
    TorogTarkdacil812 reacted to LeGurmuX in Advanced Dark Heresy 2.0 is now published   
    Hi!
     
    The ADH 2.1 introduces reworked Critical Charts and differentiates between piercing, cold, energy, impact, heat, explosive and rending damage types with far more believable and detailed Critical Damage... Mostly those are rather acceptably usable even without using other parts of the ADH, if that seems to be your liking. Though about heat and cold damage one should still refer what is described about them in Rewritten Rules part too.
  5. Like
    TorogTarkdacil812 reacted to TomDeal in Dark Heresy Digital Character App now available   
    Hey Everyone! Today we launched the 1st Edition version of the Dark Heresy: Digital Character Sheet. I've created a separate thread in the DH1 forum for everything about that app: https://community.fantasyflightgames.com/topic/202001-dark-heresy-digital-character-sheet-app/
     
    I've also got some good news for the DH2 App. We finished porting the "old" DH2 app system to the new one we've built for the DH1 app. This means the app will run faster, use less energy and it will be easier for us to extend its feature set in the future. Also, we've started to implement both supplements (Enemy Without and Enemy Beyond). They will be released very soon, along with some other new features.
  6. Like
    TorogTarkdacil812 reacted to Cogniczar in Need options regarding Navigator alternative   
    Use a chaos ritual to graft the navigators eye and 'steal' his powers. Nothing short of bargaining with the demonic will prove fruitful by such an act. Or try transgenic blasphemies to cause genetic changes to replicate the abilities.
  7. Like
    TorogTarkdacil812 got a reaction from Cogniczar in Look Not Upon the Wytch   
    I must say I really like that each discipline has its own Perils, altough I wouldnt bind them to the Discipline Mastery talent. Even if not using the whole supplement, I think about using them at the very least. Variety of bad things happening (everybody loves Critical Damage Charts) is one of the funniest things in whole 40kRPG
  8. Like
    TorogTarkdacil812 got a reaction from Amroth in Ideas wanted for a Rogue Traders tomb   
    Some nice ideas Oridealin! I also like, to create more complex enviroments, rather than just classical combo of mooks and traps. There are few things that cant be improved with dense poisonous fog, for example
     
    Another idea, how about making the tomb mobile, like massive mausoleum on the back of Titan or Ambulon-style walker? Endlessly wandering the wastes of some peculiar death-world? And make the whole mission styled as Shadow of the Collosus wandering. Survival and Navigation are, in my experience, badly underused skills.
     
    EDIT: and make it hidden with stolen/heretek Shadowfields, to prevent simple scan and lift by guncutter.
     
    EDIT2: and add dense poisonous or hallucinogenic fog on the whole surface.
     
    EDIT3: and cannibal cultists and techno-mummified lunatic-children
  9. Like
    TorogTarkdacil812 got a reaction from Amroth in Ideas wanted for a Rogue Traders tomb   
    Thousand eyeless, canibal Ghilian-cultists worshiping and maintining the most over the top golden Rogue Trader crusier-turned-tomb. Commanded by Rite of Setesh-ised (and thus, driven insane) lesser progeny of the Rogue Trader in question, allowing the acces only to the gene-print of true Heir.
  10. Like
    TorogTarkdacil812 got a reaction from eltom13 in Things I've learnt as a GM so far   
    Usage of non-personal/enviromental threats. If it has stats, Players can (and most probably will try to) kill it. Rather than solving the problem by creating non-stated NPCs, challenge them with likes:
     
    - booby traps, from old good spikes and explosives, to more esoteric ones
    - contaminated enviroment like irradiated areas of Hive, nerve-gas pumped to root the Acolyte infiltrators, or toxic sump under the cults refuge, also I do second Hallucinogen grenades
    - all the range of "wireless" Mechanicum attacks, calling it malefic machine spirits to intrusiion gremlins, inclouding the old good haywire, to hit acolytes equipement or bionics (or let your AM strangle himself with mechandrite, Creatures Anathema and other supplements present some nice ideas)
    - use Warp Phenomena, Perils and similiar tables (Hadex anomaly from Deathwatch for example), to create a truly bewitched and scary areas
    - hit players senses, let the fight in dense fog, or unnatural complete darkness (ideally unpenetrable by artificial light) created by Tyrant Star or Sunkiller engine
     
    Start using them gradually to avoid "Rock falls, everyone dies" and ALWAYS let players to be prepared somehow for them, but do not make it easy.
  11. Like
    TorogTarkdacil812 got a reaction from Vorzakk in Servo Skulls, custom model   
    "Bob" pattern: http://www.servantsoftheimperium.com/comic.php?comicid=57
  12. Like
    TorogTarkdacil812 got a reaction from Joeker in Ideas wanted for a Rogue Traders tomb   
    Some nice ideas Oridealin! I also like, to create more complex enviroments, rather than just classical combo of mooks and traps. There are few things that cant be improved with dense poisonous fog, for example
     
    Another idea, how about making the tomb mobile, like massive mausoleum on the back of Titan or Ambulon-style walker? Endlessly wandering the wastes of some peculiar death-world? And make the whole mission styled as Shadow of the Collosus wandering. Survival and Navigation are, in my experience, badly underused skills.
     
    EDIT: and make it hidden with stolen/heretek Shadowfields, to prevent simple scan and lift by guncutter.
     
    EDIT2: and add dense poisonous or hallucinogenic fog on the whole surface.
     
    EDIT3: and cannibal cultists and techno-mummified lunatic-children
  13. Like
    TorogTarkdacil812 got a reaction from Joeker in Ideas wanted for a Rogue Traders tomb   
    Thousand eyeless, canibal Ghilian-cultists worshiping and maintining the most over the top golden Rogue Trader crusier-turned-tomb. Commanded by Rite of Setesh-ised (and thus, driven insane) lesser progeny of the Rogue Trader in question, allowing the acces only to the gene-print of true Heir.
  14. Like
    TorogTarkdacil812 got a reaction from Joeker in Ideas wanted for a Rogue Traders tomb   
    It also has fanatical worshippers of insane Rogue Trader. Also some imprisoned aliens called Children of the Kingdom. And sadistic choice-trap.
  15. Like
    TorogTarkdacil812 reacted to Magnus Grendel in Ideas wanted for a Rogue Traders tomb   
    On a monumental scale. a Mausoleum Hive-Spire nearly a kilometre in height, on the outskirts of the hive (at least it was when it was built - it's now part of the hive structure proper), built around a main vaulted hall you could walk a scout titan down, with walls covered in rare treasures, artworks and inscriptions of all the great things he's achieved.
     
    Legacies sponsor ministorum chantries to pray for his soul (and provide absolution for any questionable things done during life) in side-chapels off the main hall, alongside barracks for the conventional guards and quarters for servants who maintain and clean the place. As a result it's essentially become one of the hive's major cathedrals over the last few millennia.
     
    Below the 'public' areas are the crypt itself. The priests and house servants control access - some are codes, some are physical keys and some are gene-locked, each leading to various vaults - treasures both legal and illegal, held in secure stasis-vaults armoured from intrusion and protected by servitors and automated guns. 'Simple' gold, but also treasures from his journeys - trophies from alien worlds such as big game skeletons (including the skulls of megafauna the size of imperial knights), rooms of alien weapons, battle standards of other houses, armies and worlds conquered.
     
    Also down here are libraries of jounals, navigational charts and similar secrets that are still used to this day by descendants of the dynasty.
     
    The deeper ones are held within a crackling archaeotech Gellar field, preventing daemonic and psychic incursion or teleportation, as well as adamantium and ceramite doors that wouldn't be out of place on a planetary command bunker.
     
    Some of the stasis vaults contain rare and lethal predators - this time stored alive and trained to protect the inner tomb from unwanted guests.
     
    The innermost chamber is armoured, shielded and defended beyond any level of sanity. Three incredibly rare mechanicus battle-automata are guarding the last door, answerable only to a genetic heir. Inside are two stasis chambers. A large one, containing the Rogue Trader's gilded coffin, and a small one, containing a casket for his Warrant Of Trade.
     
     
     
     
    ......Both are, of course, empty....and always have been. 
  16. Like
    TorogTarkdacil812 got a reaction from Magnus Grendel in Ideas wanted for a Rogue Traders tomb   
    Thousand eyeless, canibal Ghilian-cultists worshiping and maintining the most over the top golden Rogue Trader crusier-turned-tomb. Commanded by Rite of Setesh-ised (and thus, driven insane) lesser progeny of the Rogue Trader in question, allowing the acces only to the gene-print of true Heir.
  17. Like
    TorogTarkdacil812 got a reaction from Oridaellin in Ideas wanted for a Rogue Traders tomb   
    Some nice ideas Oridealin! I also like, to create more complex enviroments, rather than just classical combo of mooks and traps. There are few things that cant be improved with dense poisonous fog, for example
     
    Another idea, how about making the tomb mobile, like massive mausoleum on the back of Titan or Ambulon-style walker? Endlessly wandering the wastes of some peculiar death-world? And make the whole mission styled as Shadow of the Collosus wandering. Survival and Navigation are, in my experience, badly underused skills.
     
    EDIT: and make it hidden with stolen/heretek Shadowfields, to prevent simple scan and lift by guncutter.
     
    EDIT2: and add dense poisonous or hallucinogenic fog on the whole surface.
     
    EDIT3: and cannibal cultists and techno-mummified lunatic-children
  18. Like
    TorogTarkdacil812 reacted to Alasseo in You know you're playing Rogue Trader when…   
    You know you're playing Rogue Trader when:
     
    the GM has ever had to say (whether as an influential NPC or simply out of game) "Please don't catastrophically destabilise the economy of an entire (sub-)sector again. Seriously." The word "sector" in the above sentence could ever be replaced with "segmentum" There is a branch of the Administratum who has issued a warrant for their arrest and execution for crimes of Gross Fiscal Irresponsibility. The accompanying reward offered is a planet. The Seneschal agrees that the Administratum is probably justified, but they've made enough money to buy the entire branch from the Adeptus Terra and have the AdMech turn them into high-end ballet servitors. The plan is only vetoed because no-one thought the Mechanicum knew enough about ballet to program them properly...
  19. Like
    TorogTarkdacil812 reacted to Oridaellin in Ideas wanted for a Rogue Traders tomb   
    A touch off topic, but hopefully helpful;
     
    I actually had a lot of success designing DH levels by just throwing the classical DnD style dungeon crawls out the window.
    Instead I focused on the way that video games like Tomb Raider and The Last of Us build levels and thus focused more on creating situations in which the Acolytes are challenged to move around the space, as well as building set pieces.
     
    An example:
     
    My Acolytes were chasing a Heretic named Dusk who was a hunter of Chaos relics, they followed him into an abandoned section of hive when he was in search of an ancient book of Daemonology. The book was previously held by a radical inquisitor who was hunted down by a rival puritan inquisitor. Their fight collapsed a large section of the Desoleum underhive and weakened the veil in the area.
     
    I ruled that the particular warp phenomenon in this area meant that whenever anyone died it would rip a small hole through the veil and minor daemons would continuously pop out until a psyker was able to close the rift.
     
    The party entered the area through a massive broken pipe and came out on a set of scaffolding about fifteen meters above the ground, there was a small (broken) lift in front of them as well as a broken area of scaffolding where they could reach the ground through some climb checks. 
     
    Waiting on the ground was a group of Dusk's goons who laid down some suppressing fire. The party thought this was all well and good since they had the high ground, the party Sniper immediately took a shot and killed the cultist heavy gunner. 
    A warp rift opened and started spitting out Daemons, the party then had a race against time to get their Psyker to the ground to close the rift before the Daemons killed more cultists to open more rifts. 
     
    The simple challenge of making the Acolytes need to solve a movement puzzle during combat is an extremely effective dungeon tool for DH.
  20. Like
    TorogTarkdacil812 reacted to Cogniczar in Look Not Upon the Wytch   
    News update: I've decided to move all the content of my Look Not upon the Wytch supplement to the new site I just launched at www.rollforheresy.net. All future updates will be taking place there after I've taken the time to transfer all the previous entries along the way. 
  21. Like
    TorogTarkdacil812 reacted to Cogniczar in Dark Reign site down?   
    I've just opened my new site for public consumption. Introducing Roll for Heresy!
     
    While it may seem a bit empty now, new content starting with my former submissions to Dark Reign will be added on a daily basis. Open account registration is available to anyone who wants to become a contributor, and in a matter of time it'll be a thriving and bustling site choke full of content for your gaming needs. 
  22. Like
    TorogTarkdacil812 got a reaction from SCKoNi in Ideas wanted for a Rogue Traders tomb   
    Thousand eyeless, canibal Ghilian-cultists worshiping and maintining the most over the top golden Rogue Trader crusier-turned-tomb. Commanded by Rite of Setesh-ised (and thus, driven insane) lesser progeny of the Rogue Trader in question, allowing the acces only to the gene-print of true Heir.
  23. Like
    TorogTarkdacil812 reacted to ThenDoctor in Ideas wanted for a Rogue Traders tomb   
    Run House of Dust and Ash. That is a Rogue Trader's Tomb. If you don't want it to be an island then transplant the house to somewhere else and have it explode a different way.
  24. Like
    TorogTarkdacil812 reacted to phantam23 in Celestian and Seraphim in 2nd Edition   
    I think you're misunderstanding how the character system in Dark Heresy 2 works.
     
    There are no classes or methods of showing what rank in a certain structure a character is. An elite advance puts the character into a more specific role which would grant them access to unique trainings of talents.
     
    If I wanted to make say a Commissar, I'd grab an Astra Militarum and possibly grab the Heirophant career and talents I find appropriate. His rank as a Commissar, how he got there are backstory elements I would pass on to my GM.
    In the same Vein, if I wanted to make a Seraphim, I'd grab a Adepta Sororitas character, get the Sister of Battle advance and pilot skills. Once more the exact rank and status of the Character is determined by a nice mix of experience, influence and GM fiat on what those mean.
     
    In fact I found the rank system in Dark Heresy 1 to make less sense. After all, these characters have been seconded to the Inquisition, it seems unlikely to me that they would still be getting promotions from their original command structure.
  25. Like
    TorogTarkdacil812 got a reaction from Amroth in Vanth and Yanth   
    Classic Administratum clerk-Apostasy. If proven of course. What with the Imperial Tithe of resources and Psykers I ask you, perhaps worthy of Inquest or Explication.
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