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Laoin

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  1. Ahhh. I like the last thought. That is truly Warhammer 40k at its best.
  2. And one more thing: It depends on which world your akolytes are. There are worlds where announcing "we are the Holy Inquisition" will only lead to a shrug. For example on feral worlds. People on those worlds might simply never have heard about the Big I. So they are neither afraid nor especially helpfull. On other worlds powerfull individuals like governors will smile and be polite. And in the next moment they will try to stab the akolytes in the back or let them disappear - if they think they will get away with it.
  3. We played Tattered Fates - and my players hated the beginning. I - on the other hand - enjoyed it to the full. They are very equipment-orientated and it was great fun to see them stripped to the ground. But in the end they got their equipment back. It was still in their appartement back on Scintilla where they were captured at the beginning of the adventure. But there is a major drawback. They (or better: most of them) will never surrender again after this experience - even if this may cause their death. They will rather fight an overwhelming enemy force than surrender and give up their precious equipment again. That is ... annoying. In the next adventure after Tattered Fates they had the chance to surrender to their foes and gain important information that way. Instead they started shooting - and I had to bend the story to let them find the neccessary clues later. Maybe it's time to teach them humility and the graciousness of poverty in the service of the God-Emperor again (*insert evil laughter here*). But: All things considered Tattered Fates is a well written adventure and fun to play. You shouldn't miss it.
  4. I just recently discovered this thread and I really was delighted to read it. As a German GM I'm curious: where do you play?
  5. Question: While the binding of my copy (sent to Germany) seems ok (although it's creaking a little bit) there are some pages or parts of pages, which are printed unsharply (is this the word?). A few pages are really blurred. Has anyone the same problem?
  6. As we all know, the Inquisiton is anything but a monolithic institution. There are orders and factions and sub-factions and radical splinter groups. There are disagreements and conflicts and even secret Inquisition wars. So what is the most dangerous enemy of an Inquisitor? Another Inquisitor. If there is anyone who tries to sue an Inquisitor, it's most likely another Inquisitor or faction of Inquisitors who wants to get rid of a rival or just someone with a different conviction. This can be done by legal instruments, by force or even by plain assassination. Who comes out on top of such conflicts depends more on the ressources, connections, power and influence of the conflicting parties than on the paragraphs of the Imperial Law. The Law is just one more weapon in such conflicts. Apropos conflicts between Inquisitors: I think they are more probable in sectors like the Calixis Sector, where the Inquisition is very well organized and present, than in sectors like the new Askellon Sector, where there are only very few Inquisitors and groups of Acolytes. But that is up to every GM, I think. Same for the reaction of "the public" to a member of the Inquisition. On most worlds of the Calixis Sector people will know at least rumors about that institution. In the Askellon Sector or on barbarian worlds people might never have heard of the Inquisition or only as tales to frighten the kids ("Behave or the Inquisiton will come and get you").
  7. I don't think there are any hints about what was in those tombs. But as always: you can put whatever you want in those caverns. Ancient automated defence systems or traps are absolutly ok. Things like that make an adventure more exciting. Lets say: they are the scifi version of our good old fantasy dungeons, where danger lurks behind each corner :-) Concerning the Tyrant Star: My advise is - don't aim too high. Of course you can build up your story around sector shaking things like the Tyrant Star if you and your players like it. But they make a story very complex. And complexity is not always easy to handle in a roleplaying round. Personally I don't like my akolytes solving all those ancient secrets of the sector. They are after all just very small henchmen of a sector spanning institution. So I let them find scraps of information about hideous secrets but more for the benefit of the dark and horror feeling of Warhammer 40k. The Tyrant Star stays an unexplicable horror. But that's only my personal favorite approach to Dark Heresy. You must find your own
  8. Do not try the "kidnapping" thing too often. I did the first Haarlock adventure with my group of players and it was fun. But being kidnapped and waking up without any gear, weapons and ressources was obviously a traumatic experience for them. Since then they try to avoid being captured at any costs. "I will never again loose my precious equipment" - seems to be their motto now. This attitude makes adventures difficult sometimes. Right now they are in the middle of a battle against overwhelming enemy forces. They started the fight although they had the chance to avoid it by letting themselfes being captured. We had a break and I still try to figure out what to do. Let them all die - and face the consequences of frustrated players... let them win and this way fuel their attitude of "better fight than loosing my gear"... Or let them capture a very exciting piece of loot, which in the end turns out to be a hideous chaotic thing. Maybe that cures them...
  9. "This is Age of Sail in space. You can't have a transoceanic rowboat." This is a very nice quote @ bogi_khaosa
  10. Thanks guys for the answers. I agree with you: There are small warp capable ships. But our Akolythes are definitly not among those, who have access to such rare vessels. So our ship will be an interplenetary vessel without warp capability and it has to be transported by bigger ships to other star systems.
  11. Maybe this is more a question for the Rogue Trader forum, but it came up in our DH campaign. So, sorry if it is misplaced: The party of Akolythes in our campaign captured a small transport ship in one of our last adventures. And "small" means "small", that is 40-50 metres following the description in the adventure (which I loaded down from the FFG page, if I remember it correctly). Regarding to the adventure this ship was capable of interstellar flight. Our Akolythes decided to keep the ship for their personal use at the end of the adventure. Some of them have the necessary skills. In the end I decided to let them keep it. But later the question started: Is a ship of that size really capable of interstellar flight in the WH40k universe even with a Navigator? The Lexicanum says that the Viper Class Scout Sloop is "among the smalles Imperial starships capable of carrying a warp drive". And the Sloop is definitly bigger than our transport. Most ships in the WH40 universe are hundreds of metres long, often kilometres and have thousands of crew members. On the other hand one can read in some novels like Eisenhorn or Ravenor about small yacht like ships, which are capable of warp flight. So... can there be starships of that size with a warp drive in "our" WH40k universe? Or would it be better to specify the transport ship as an innersystem spaceship which needs to be transported by bigger interstellar vessels to other star systems?
  12. I would suggest to have a look at what the guys at DarkReign provide. For example this very cool collection of Data-Slate and more: http://darkreign.org/gallery/data-slates-data-slates-and-more-data-slates27-11-2013
  13. I think this discussion and the discrepances in the GW codizes, FFG rule books, Black Library Novels and so on reflect the Byzantine structure of the Imperium very well. One can't compare this structure with an organization chart of a company of today. Of course there are a few constants (like the Adeptus). But those are more sort of a theoretical framework. The reality of the Imperium is a constant game of power between all the different players. The prize is influence. And in this game the power shifts from one Adeptus to the other over the centuries and even over the different sectors of the Imperium. So in one century the High Lords of Terra would have great power and influence - at least in the core sectors of the Imperium. In border sectors however the situation might look differently. Same for the Inquisition. For an Inquisitor this might mean, that he is welcomed on one world with awe and fear and shot on another backwater world, because the people there don't even know about the Inquisition. (Ok after shooting an Inquisitor they would learn the truth about that institution soon enough...) .
  14. Well, Sir, you did an excellent job there! Thanks a lot.
  15. As a German GM I'd be interested how the German publisher of DH would translate "Warband" into German. "Kriegstrupp" oder "Kriegsbande" sounds really ridicolous in German. "Cadre" (Kader) is used (with a negative touch) to describe parts of political parties (for example: the Chinese communist party has a "Kader" of people who are part of the system). Only in sports you speak of a "Kader" with a positive connotation. When you talk about a "team", you sometimes use the term "Kader" to describe, how many people are in that team. The only usable term discussed here in German would be "Zelle" ("cell"). It has exactly the same meaning in German as in English. But let's be honest: we'll have to take it, how we will get it.
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