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Guards

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  1. Basically that but sometimes the armory will *GIVE* as opposed to loan when the inquisitor/interrogator feels they have earned it. Story is often more important then 'balance' particularly in role play focused campaigns. Not that there is anything wrong with pray kill burn or only war style dark heresy campaigns
  2. My thoughts exactly, I tend to run the inquisition as being extremely well connected but attempting to be discreet *most* of the time. Lore wise for guardsmen the Inquisitor has Naval Security and smaller infantry regiment aboard his own ship so simply saying that a guardsmen character was added to the group for the purpose of protecting say an Adept or keeping an eye on the Psyker makes it fairly easy to explain replacements mid campaign if needed. Generally speaking i tend to bump new additions/replacements down to Rank 1 in their chosen career and bump up that players exp gain for each session. After all a Rookie will 'learn' more on a mission then an experienced acolyte so they will catch up over a few sessions. I also allow players to create their own 'stable' of characters to rotate in and out between missions [sometimes even mid mission!] if they can make it work in game. Everyone 'lives' on the ship and the in game sessions are treated as 'away missions' its just how this inquisitor runs his cadre. Non acolyte contacts are still scattered but he likes to keep a close eye on things. Normally the justification for taking a thing is the character [not just the player the character] having been trained in it and the mission calling for it. Bolt guns *ARE* a status symbol if visible [and are hard to conceal]. If they want 'custom' weapons they can pay for a good or best quality one out of pocket otherwise they are going to be 'armory standard'. The inquisitor has a few custom weapons that only his tech priests really produce on board for example a double barreled shotgun where the bottom barrel can be loaded with special 'grenade' like rounds and be used as an under barrel grenade launcher. He has a small stockpile on board but for the most part they are made to order. He has developed a number of fire themed rounds for them to fit his 'pray kill burn' mentality once heresy is certain and uncovered. Naturally it has a double trigger configuration and cannot be bought on the market, it is reward only. Along with the special ammo for it.
  3. I would like to hear from other GM's as to how they handle advancing player character gear. Generally speaking I run it as your inquisitor/interrogator will give you your starting gear and refill your ammo between missions if possible and 'reward' good acolytes with better equipment. Which to me makes sense from a lore perspective. Generally speaking if the inquisition is sending out the player party as more of 'warband' then a investigation group then yeah they might just give the psyker a flak jacket for the purpose of that raid without him having to 'buy it'. Sometimes the character keeps it sometimes it is returned depending on in game situations. I personally view the starting money as their own and let them spend it as they see fit. The additional pay is just that more money for them, after all no one really works for free. I also find that letting the players negotiate getting more money *BEFORE* they deploy to cover forseen expenses to also be reasonable and generally leads to good roleplaying in character. Hotels and apartments do cost money. This is what i do and it is more of a pendulum depending on the assignment they players are going on but it does raise the 'issue' of balance, what gear might be appropriate for a rank 1 as opposed to rank 4 party? Do you ever 'restrict' gear? If the cell is supposed to blend in telling the guardsmen he can keep his flak armor but it should be in a duffel bag and not worn around on the streets seems reasonable to me and my players are usually okay with it. Granted no one will tell him not to put it on if they are actually planning a raid on a cultist hide out or whatever it is entirely situational and discretionary. But more heads are better then one. Thoughts?
  4. Guards

    Homing beacons and teleportation

    Definitely will be able to work that from a Campaign perspective, sure the Interrogator that runs the ship your effectively a part of may be able to send you back up where you need it but getting you and the back up *OUT* of there is on you. Role playing what is effectively a platoon of naval security guys [and maybe a few girls] being 'poofed' into the under hive getting their bearings doing combat then navigating *OUT* is almost a session on its own. Also theoretically if the Interrogator were to say secure more backup then just 'naval security' they could transmit the 'tech thingy' [improv techno babble to explain wait on back up] of the homing beacon to another ship to have *THEM* teleport in back up . . . . maybe would be interesting for the players as well . . . . and scary as all hell for the residents of the Underhive *fire fight breaks out egh another day at the office* *Sees guy yelling into Vox caster* *Lightning strikes inside the underhive and bunch of pissed off guardsmen open fire* *Glorious Roleplaying ensues* Hope i have atleast given some other people ideas thank you all for your time
  5. Guards

    Homing beacons and teleportation

    Thank you! So teleporting *INTO* the underhive of a hive city would be theoritcally easy teleporting *OUT* would be hard?
  6. Guards

    Homing beacons and teleportation

    . . . . . So buy another book *Sighs* Well thank you regardless was more hoping for an explanation Sorry, don't know what books you have or don't. Its cool i just spent my 'fun money' on dark heresy books so i was like "crap now i have to buy another!" haha I do appreciate the feedback though : ) probly should have stated that i only have DH books as of now
  7. Guards

    Homing beacons and teleportation

    . . . . . So buy another book *Sighs* Well thank you regardless was more hoping for an explanation
  8. So the inquisitor for the campaign i am planning has more then one ship. Naturally these are Imperial Warships modified for the Inquisition, he has good ties to the Imperial Navy and the Imperial Guard. So he has his own battle cruiser and has allowed his Interrogator [one of them anyways] to have their own ship a cruiser with a frigate escort. I am thinking that if the players can justify back up with good roleplaying and solid *IN GAME REASONS* to get some back up generally speaking the Inquisitor will atleast try and give it to them. They will start out having most contact through the Interrogator and not the Inquisitor himself this being a test for his favored 'disciple' [the Interrogator]. So if they *WERE* to establish vox contact [a trial in itself in an Underhive] with their 'handler', have a good deal of evidence which they should certainly have before even considering calling their boss for any reason, and a homing beacon [which they may 'deploy' with] how accurate and or deep into a underhive and or spacehulk can the players reasonably hope to get back up? It should be noted that i dont plan on handling the homing beacon or any form of back up as a magical 'save our skin' button they need to deal with things on their own but to me it makes in game sense given how i tend to have the Inquisition work in my games. Subtly and subterfuge first Almighty hammer of the emperor if needed. Back up should take time and planning to get but if my players can make it work i *WONT* deny it to them as a reward for their efforts. Im thinking they could reasonably deploy a platoon of guardsmen/naval sercurity ratings to their location im just really not sure how 'accurate' a teleportarum deployment is. What do you guys [and girls] think? I am looking for house rules or just basic game information regarding the technology. I have played some Battle Fleet Gothic Armada but again not too sure on how the tech works other then ship to ship.
  9. Guards

    Athletics and movement

    Thanks good to know im still golden with just the base book. Its how i usually roll in rpgs seems like you could run everything from classic swords and sorcery to scifi with this system
  10. Guards

    Athletics and movement

    So i should just houserule athletics to say every 40 in athletics giving +1 to movement score. So each supplement of is sort of a rewrite of the core rule book for different specilizations? Ie the magic one is the core rulebook for magic? I was under the impression that Anima beyond fantasy was designed to be an all in one rule book? Sorry if these questions seems silly but in all honesty alot of the mistakes that made it to the printers seem silly as well.
  11. Guards

    Athletics and movement

    Fantasy Flight Games released an updated core book called "core exxet" and it is like 90% the same as the original core book. So to help us out one of the guys here on the forum created a file that just had all the things that were new to the core exxet and put it up for download. That way we could get the few minor changes without having to buy a whole new book. I can't remember exactly where this file was but if you search for "core exxet" you should find it. Uhm. What? I thought that was a supplement. Not a second edition . . . . youd think they would make stuff like that more clear yeah its another edition but the amount of stuff that changed is very small and might as well be a supplement. So which ones are editions and which ones are supplements? Just so i know lol
  12. Guards

    Athletics and movement

    Fantasy Flight Games released an updated core book called "core exxet" and it is like 90% the same as the original core book. So to help us out one of the guys here on the forum created a file that just had all the things that were new to the core exxet and put it up for download. That way we could get the few minor changes without having to buy a whole new book. I can't remember exactly where this file was but if you search for "core exxet" you should find it. Uhm. What? I thought that was a supplement. Not a second edition . . . . youd think they would make stuff like that more clear
  13. Guards

    Athletics and movement

    Thanks! And uhm what download? I own a book ?.? i did not assume that would require a download to function. As it is in fact made of dead trees and ink and not interwebz lol
  14. So the athletics secondary skill is useful by itself but in the movement rules section it says that athletics augments your movement score. But it does not say how many athletic points improve it by how much or if it does i missed it. Can someone please clarify? Also i noticed you could by a weapon called a scourge but did not see a description for it i may have just missed it or maybe its a translation slip up. Thanks for any help it is much appreciated just getting some rules stuff out the way before i run this for friends
  15. Hi i'm interested i noticed this was an older post. Still selling it? Or did you off load some or all of it at gen con? Let me know what you still have and what you want for it.
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