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Erathia

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About Erathia

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  • Birthday 07/09/1985

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  1. Erathia

    Rogue Trader v Inquisitor?

    If you take the default setting of the Koronus Expanse, the closest ruling Imperial body is the Calixis Sector, which is basically openly governed by the Inquisition. Everyone (at least thinks that they) knows where they are, who's in charge, and the rough division of three major Ordos. As a result the answer to this is a political problem that a Rogue Trader is theoretically able to solve. Control who is sent in to investigate this. Get a sympathetic or loyalist Inquisitor, or one that you have worked with in the past or you know hates Chaos and can make your case to - ideally BEFORE the assassination - and things can go really smoothly for you.
  2. Erathia

    Ultra-Spoiler?

    I think that the Emperor would be wrong NOW about denying Chaos, but I'm not convinced he was wrong at the dawn of the Horus Heresy. Either His plans involved still relying on all of this happening, or He really over-estimated just how loyal his Primarchs would be. If Guilliman is resurrected by the Eldar like everyone's assuming, it would be interesting if the Ecclesiarchy denounced him as a puppet of the Xenos and no longer a true son of the Emperor.
  3. Erathia

    Eldar/Necrons in other galaxies?

    It's true that we don't know from how far outside the Galaxy they came, but one of the recent 40K novels has pretty definitively answered why the Tyranid menace found us, and they are absolutely from pretty far outside of the Galaxy - though it was the void "between" Galaxies, so it's hard to say. Doesn't answer any question about what they were doing or how they were formed before they heard the dinner bell though
  4. Erathia

    Eldar/Necrons in other galaxies?

    I think it'd be 5 times slower. In the Eastern Fringe the Astronomicon is particularly refered to as being weak and unreliable, and presumably if you leave the Galaxy it'll get even fainter. Even in "stable" Warp you'd still need a reference point to anchor yourself in order to not get horribly lost, so you'd have to go to the Tau method of travel. In which case you'd need 125 years to make the jump from our Galaxy to Andromeda. At this point we're running into the supply line issue. Void ships are "normally" equipped with 6 months of extra supplies. Using Rogue Trader finangling you can get that up to about 6 years, and then with extreme rationing extend it to 24. Even if we can use the Astronomicon, you're facing starvation and the likely burning out of your Warp Drive along the way. Which means you could just arrive and not be able to get back, but it doesn't seem possible. As for the Necrons well... it's not clear how their warp technology works other than "it just does". Maybe it uses gravitic distortion like the Tyranids from the black hole at the centre of the Galaxy in order to distort space to create focused wormholes for instantaneous travel (Star Trek technobabble don't fail me now). In that case they wouldn't be able to work outside of the Galaxy either. If they could but haven't, I would believe that's because they're trying to find a compatible race to download their bodies into, and that's more likely to happen in the Galaxy that already spawned them rather than some completely new Galaxy.
  5. Erathia

    Hey, Are They Dead?

    For Rogue Traders this is likely one of the reasons that the Imperium insists on regular presentation and inspection of the Warrants of Trade. Without it they might completely revoke our charter and take all of your power, meaning you need to be on hand to present and explain yourself. On the other hand, players of Rogue Trader might remember one Rogue Trader Haarlock who went missing and the campaign opens with essentially selling off his family's estate. He disappeared in 703.M41, and the sale doesn't occur until roughly 816.M41, so it can clearly take some time.
  6. Erathia

    A Rogue Trader vs. The Lathes > LOL

    I figure first wave will be just some Rogue Traders or those who are down on their luck that are willing to take a shot at the Rogue Trader in exchange for some essential ship upgrades or to repay a debt Second wave are assassins from The Lathe Worlds, who are terrifying if you like things like doors that don't spontaneously vent you into space, or blast doors that don't try to crush you as you walk under them. Third wave is breaking out the Heretek that they were being blackmailed with for irony.
  7. Erathia

    A Rogue Trader vs. The Lathes > LOL

    Yeah, as long as you keep reminding people of the political sovereignty of the Lathes then this seems reasonable. Each Forge World is just KNOWN to have archeotech secrets that are closely guarded in order to increase the prestige of the worlds and the Magos's that control them, and even a false claim of heretek there could bring in other worlds to investigate and result in the greatest shame a Magos can suffer... the loss of intellectual property. For a first offense I would let the blackmail pass and send some assassins after my PCs. For a second offense, I would send the BETTER class of assassins. Third offense results in outright murder.
  8. Erathia

    The Inquisition and NOT Dying!!

    I had my players deal with the Inquisition by making them come to her, without realising it. Since "Profit Factor" is a representation of various business ownerships under the control of the Rogue Trader funnelled through Imperium bureaucracy I deployed an auditor of the Imperial Estates to freeze their funds until it could be investigated. One INCREDIBLY FAST warp travel later, they barged into the Adeptus Terra office to be informed that the funds would not be released (did you know that Ascension Adepts are immune to all forms of persuasion? They didn't) until the audit was completed in 10 Solar years. Unless this helpful Inquisitor could help you cut down the red tape of course.
  9. Erathia

    Something special for the Captain

    So his plan should go from "I want these semi-sentient suits of armour inhabited by the bound ghosts of Sorcerous Chaos Space Marines" to "I want a crew of Space Marines and I don't care where they come from, I bet I could cut a deal with Chaos - the greatest enemy of the Imperium". That second plan has so much more potential for amusement.
  10. Erathia

    Something special for the Captain

    That one you could at least identify as a Traitor ship, because most Death Guard ships would be Horus Heresy era void ships, which are all disused and out-of-date patterns. Since Forge Worlds tend to hoard the patterns of starships to themselves, if one falls to Chaos then the entire method of producing that type of ship is lost to the traitors, meaning you can tell one type of ship apart from the other. What your players might not know is that looking at a Nurgle ship they might think it's already been heavily damaged and makes for some easy plunder...
  11. Erathia

    Something special for the Captain

    This is so much better. Sell him the Inquisitorial equivalent of a Honey Trap. A bunch of servitors heavily disguised to look like Thousand Sons marines, sold by a shady unscrupulous dealer. After using them a few times, the Inquisitorial agent arrives to try to press him into service because we've got the vox recordings and the holo-picts. You work for us or face eventual death by flame! Then Tzeentch can make your character the offer.
  12. Erathia

    Cleansing Fire

    Yes, the first test is to avoid the attack, and the second attack is just to weave out of the Flames. It is a strong arguement for using miniatures because people might not be able to dodge out of the Flames, which does matter. On the converse side, you don't need a Ballistic Skill roll to hit, and if you can get them with a Webber first that's an instant burning. But it is possible to dodge Flame weapons, but they make up for it with that delightful "Ignore Armour" rule, which just wrecks a Psyker's day.
  13. Erathia

    Something special for the Captain

    How does his character know about Rubric Marines? This is a good first question to ask because their knowledge is very, very far from being widespread. The fact that most of the Thousand Sons are dust bound into armour under the control of the sorcerers isn't something the Imperium prints on the back of Corpse Cracker packs. It's actually pretty reasonable to get the Thousand Sons interested in someone since they're weavers of fate and destiny. They're not ACTUALLY under the Rogue Trader's control though. They're under the control of that sorcerer who's onboard and who taught him a fake ritual in order to command them - or the sorcerer is even masquerading as one of the Rubric Marines since he seems to know so much. I have some general thoughts on the situation stemming from concerns about your player's attitude, but my usual approach is to give them what they asked for and have it go horribly wrong. CHAOS!
  14. Erathia

    Effects of wards, ship scale.

    It's not well defined, but I consider the Gellar Field and Void Shields to be an either/or scenario. Thus if you have the Gellar Field on, you won't be blocking normal hits. In addition, the Gellar Field is just meant to be a bubble of "Reality" against the unreality of the Warp, meaning Daemons are subject to the normal rules of appearance on your ship rather than doing it whenever they feel like. So activating a Gellar field in realspace might weaken warp effects from somewhere else slightly, but they wouldn't block other attacks, especially torpedoes as those are material objects that then pull you into the warp. Warpsbane Hull might give some sort of benefit, but then it should also require significant repairs every time you get critically hit. Since it doesn't do that, I choose to believe it's powered by belief. An Emergency Field from being sucked into an emergency warp breach is essential though, so I'd say that was an important one.
  15. Erathia

    Cleansing Fire

    Like so 1. Dodge Test to avoid the attack (If chosen) 2. Agility Test (to avoid the flame) 3. Energy Damage Roll 4. Agility Test (to avoid catching on fire) 5. Willpower Test (to avoid catching on fire) 6. If On Fire Agility (-20) Test to Extinguish 7. If On Fire Damage (1d10 Energy damage (no armour) + 1d10 Energy damage (no armour or toughness) + 1 fatigue) 8. If Failed At End of Their Round If On Fire Damage (1d10 Energy damage (no armour) + 1d10 Energy damage (no armour or toughness) + 1 fatigue) These are the sequence of actions I perform. The key difference is noting they also have a Dodge test option before the test. I actually do require both tests to avoid bursting into Flame, and extinguishing the Flame is still just an Agility test rather than a WP and an AG test. Also I believe they have the option to extinguish themselves before taking burning damage.
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