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Jargal

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    Samara, Samara region, Russia

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  1. DH1 Ascension, p. 12. In short, you can remove corruption by spending XP (100/50 xp per point), by sacrificing characteristics (2 point of characteristics remove 1d10 Ins/Corr) or by trading Corruption for Insanity (or vice versa). And check Black Crusade Game Master's kit, p.30: Ritual of Castigation (250 xp per 1 Corruption), False Repentance (1 Infamy = -2 Corruption)
  2. Inquisitor's Handbook, you mean? There is a table on page 234 with detailed difficulty of implants installation. Examples of "facility" include "Rogue Trader" in poor (-10), "hospital" in common (0) and "quality hospital" in good (+10) categories. I would translate this in RT like this: -10 is for ship without Medicae Deck, 0 for ship with it and +10 for good quality Deck.
  3. Bionic replacement is a standard medical procedure in the Imperium, so for most implants - yes, sure. I would exclude only mechandendrites and maybe Calculus Logi & Cortex Implants.
  4. I don't see why not. "When a character makes a Skill Test he is making a Characteristic Test", Corebook, p.112
  5. Hand Cannon don't request two hands, but "unless used with two hands or a Recoil Glove, impose a –10 penalty on Ballistic Skill tests". So you can upgrade HC with forearm mounting and shoot with hands free, but at -10 to BS. At least it's how I understand rules.
  6. Yes, I think this would work better from combat POV, but may limit the roleplaying possibilities. On the other hand, if they collaborate, not compete, they'll have more opportunities to RP.
  7. Limit the number of PCs per ship (or limit the range of possible careers). PC Rogue Trader + Arch-Militant + Void-Master + Explorator = instakill of any reasonable opposition in ship combat. Mathhammer and/or Errant Knight houserules set are worth checking.
  8. Sounds solide (disclaimer: I learned half of this info from you just right now :) I had a campaign where heirs of RT Dynasty with heavy Naval connections were supposed to compete for Warrant without destroying Dynasty fleet in the process (each was given a ship to command). It was some time ago, but I think I remember most of it.
  9. Bow is a ranged weapon (Corebook, p.131/135) so you can't use melee abilities like SA/LA with it.
  10. Here is my understanding of RaW: 1. I think no, because cybernetics have their own table 5-21 (p.178) for craftsmanship effects. 3. Artificer bionics don't give +10 to Strength Characteristic. It "increases the bonus the bionic component provides by +10", the same way how bonus to test is given from skill advancement. With "Tech-Use +20" you roll your Int+20 (with modifiers for test's difficulty), but your Intellect Characteristic remains unchanged. So, Artificer Exceptional Servo-Arm will have Str 85 with Unnatural Str (x2) and will: - give Str Bonus 16 for carrying/lifting/pusing and damage calculation; - add 2 DoS during opposed tests (e.g. Grapple test); - reduce by 1 step difficulty of unopposed tests (e.g. tests for overweight lifting), to a maximum of +30; - add additional +10 to Grapple tests, summing up with +10 to Grapple from Exceptional quality for final +20; (yep, better don't try to grapple with IH techmarine) 4. Profile for Servo-Arm damage doesn't include Primitive quality.
  11. Rules for Integrated weapon are copypasted (not completely) from "The Lathe Worlds", and TLW allows you to make SP and Launcher IW (p.58)
  12. It's still on the google drive: https://drive.google.com/file/d/0B2b-KRdbOmU5VUszWlBQWDN1enM/view
  13. Raven Guard then. Guerilla Training talent and Master of Shadow Solo Mode (First Founding, p.17-18) are your best friends for armoured stealth.
  14. I think, typical reaction would be: "Heretic!" BLAM! anyway, but there the personality of investigator means more.
  15. It depends on the invistigator, but without any former complications even the most humane Inquisitor would qualify this as the heresy, I'm sure. What is "Emotional Withholding"?
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