Jump to content

WeedyGrot

Members
  • Content Count

    338
  • Joined

  • Last visited

  1. As that old Heretical saying goes, a thousand Jokaeros working for a thousand days turn your coffee maker into a direct portal that summons the Thousand Sons to murder your entire crew and enslave you to the great Changer of Fate. My crew had a Jokaero for awhile, and it modified a plasma pistol into a beautiful soap-bubble maker. My Rogue Trader tried it on everything for sessions before he came to accept that, while beautiful, it was now useless in combat. Although
  2. Honestly even if it isn't a hulk I'd say that no-one currently living would have the required knowledge to crew such a ship and the best option would be to trade it's location to someone better equipped to deal with it like the Adeptus Mechanicus. Then you get all the kudos and they take all the risks.
  3. I never meant to imply that the ship was where they did breeding. In fact apart from renegade or shrouded houses I believe most Navis don't engage in breeding directly. I imagine they use artificial insemination and the children are carried to term in non-Navigators (birthing servators perhaps) so that there is less chance of the child being influenced by the warp during navigation. However being on board a starship gives the breeding stock mobility to make contacts with other houses in person and negotiate said marriages and breeding contracts. Maintaining fleets is expensive and while many Navigator houses can afford to do so why bother when people will literally pay you to take their fleets wherever you need to go. I imagine all rogue traders with Navigators have to make side missions for the Navigator's house... probably far more regularly than they'd like. In my mind the PC Navigators are these guys. The ones who may not be the absolute best at navigating but have to be mobile to negotiate the delicate web of breeding contracts and constantly shifting house alliances. Not to mention there might be a few who are just expert duelists whose only real job is to be available for duels when required.
  4. Given that Navigators are intended to be Player Characters and that they're also intended to be in command of huge resources I'd be inclined to say that the Navigators that PCs can be are not the primary Navigator for a ship but an assistant or backup Navigator. Instead their main role is to get out in the galaxy and spread the influence of their house/learn how to manage vast resources. Sure they have a few neat Navigator powers and in a pinch they could navigate a ship but they're more valuable for their genes. They're breeding stock.
  5. There is always conscription. You just find a a planet with humans, uplift them if required and then conscript them into your army. If you like the flavour of a particular type of army then you follow those practices when indoctrinating them. They might not be quite as good as the originals in the beginning but the surviving veterans will probably be quite competent after a few battles. Bonus points if you occasionally send a few squads to the military of your choice as tithes and have them spread rumors about how working for you gets six meals a day and not just corpse starch either. Then when you need to try and requisition extra forces for whatever reason then you've got willing volunteers on the ground.
  6. "My lord I'm afraid your latest conquest has left you with a case of Slaanesh influence. The infirmary isn't equipped for this we'll need to get you to the temple of the God Emperor."
  7. That really depends on the type of space hulk. Is it an unclaimed composite of ships and rocks driven together by the turbulent forces of the sea of souls? If so then it should be without rhyme or reason, corridors that go no-where and twisted/compacted rooms inter-meshed with grotesquely stretched areas and gaping voids. Try and invoke the atmosphere of a shipwreck. Ancient and forgotten with all sense of purpose lost. It may have ancient treasure or technology but there is no reason that there should be a way to get to it without cutting through metres and metres of solid rock. If it has been claimed (by greenskins, genestealers, chaos etc...) then the feel would be determined by who claimed it but at least there should be some sort of map that makes sense (from some perspective) as the beings that claimed it are going to want to get from room to room and are probably going to want to keep their stuff somewhere.
  8. In my mind the scope is the problem. I'm not aware of any rules that allow for the binding of greater daemons but binding of daemons in general is possible in 40k. The issue is that it generally isn't done on a large scale and when it is it is done by the forces of Chaos rather than the forces of the Imperium. Radical inquisitors do use daemonhosts and daemon weapons but they don't (as far as I'm aware) create daemon engines as this seems to require high level pacts with chaos entities that even the most radical inquisitor is reluctant to enter into. That said if that is a direction you want to head then I'd say it shouldn't be something the players can just achieve with a few dice rolls. It should be much more involved and potentially the focus of the arc of a campaign. Rogue Trader uses Endeavours for such things. Rather than turning a profit the Explorers are looking to completely remove their ammunition requirements. Okay fine. The steps you outlined above make sense so lets adapt them into the Endeavour system. Grand Endeavour: Create and install Daemonic Torpedo Tubes Objective 1 (Criminal/Heretical) (800 points) Uncover the true name of a suitable daemon Objective 2 (Creed, Criminal) (400 points) Sanctify a vessel and all components that will be used. Objective 3 (Creed, Criminal) (800 points) Summon the daemon and bind it into the vessel before it butchers you all. The benefit would be the torpedo tubes with unlimited ammunition and a small bonus depending on the type of daemon bound. Khorne - Blood for the Blood God = Each successful (damaging) hit gives the component +1 damage for the remainder of the combat. Nurgle - Pestilence = Each successful (damaging) hit does +1d5 crew damage to the target vessel Slaanesh - Seduction = Each successful (damaging) hit does +1d5 morale damage to the target vessel Tzeentch - Changer of the ways = Opponents must reroll successful attempts to shoot down ordinance The drawback would be Morale reduced by 10 Destruction of the component releases the daemon Penalty of 20 to all warp navigation rolls Plus a penalty based on the type of daemon bound. Khorne - Blood for the Blood God = Operator must make a challenging willpower test to not fore the weapon at every given opportunity. Each successful (damaging) hit in a combat gives the daemon a chance to escape. Nurgle - Pestilence = Infection spreads readily through the crew. The Triage extended action is now impossible and decrease morale by a further five points Slaanesh - Euphoria = Decrease crew skill by 10 increase morale by 20 Tzeentch - Changer of the ways = Fate points burnt or spent are only successful 50% of the time
  9. Given this is 40K and grimdark as it can be I'd probably rule that if you want to slave the weapon system to a demonhost then one regular person cannot contain a powerful enough demon to do what you want. A high level psyker could but you probably want the high level psyker doing more than firing torpedoes in space combat. For that you need a squad of demonhosts in a choir like arrangement like a grotesque parody of an astropathic choir. That way you could have your astropath or some other psychic PC overseeing the choir and make all the testing that players responsibility. If one of their 'choirboys' starts behaving oddly then the player can either execute him safely (a procedure which requires the ship to raise the gellar fields and turn off all void shields), execute him quickly (chance of an unbound demon being released... not at full health because of the execution but still) or monitor the situation. Every choirboy missing decreases the strength of the torpedo salvo you can fire so while you don't need to reload torpedoes you probably still need to have someone create more demonhosts from time to time. The component would take no power and give the ship a -5 penalty to morale as it is so very heretical and exudes an aura of palpable malice. A critical hit to the component kills 1d5 choirboys in addition to the standard critical effects.
  10. I would say that seeing as torpedo tubes have to be built into wired into the ships systems so that they can be fired by the big red button on the bridge that a tenebro maze would not make any difference to the demon. He/She is literally bound to part of the ship. Should that binding fail due to heavy ordinance or some other mishap I'd assume the demon would just flow into other parts of the ship and possess different components or just slaughter crew for a while before fading into the walls. Actually depending on the demon it might just possess the nearest ratling and hide out until it can do something devastating. I always though demon bolters (Kai guns?) were more of a focal point for the weilder's emotions/powers, even then it only produces small blasts despite the power level. A 40k torpedo is unimaginably massive In my mind a demon that can manifest salvos of torpedoes at will is going to be pretty powerful, far too powerful to really want to have onboard your ship. Imagine the stress it will put on the gellar field. Others may feel differently but I'd probably only let players succeed in binding a demon that could hurl torpedoes out of the tubes with the force of it's hated alone rather than one that could actually manifest warp based analogues. Even then the reduced power requirements for the tubes would be offset by the increased power requirements to keep the demon bound. Hmmmm actually Stars of Inequity has something that might fit in this situation: Ship Component: This ship component seems to work better than it should, given its specifications, but is also prone to housing terrible and gruesome accidents. If it is a weapon, increase its Damage by 3. Its Power requirement is reduced by 3 (to a minimum of 0), or, if it generates Power, this number is increased by 3. However, every time this cursed Component is affected by a Critical Hit, reduce the ship’s Population by 1 and its Morale by 3, as mayhem and panic ensue around it. That is actually a lot nicer than I'd be in the situation but still that is how the rules recommend doing it. Still with the rules as written you'd still need to supply the torpedoes. If you want a quick ruling I'd remove the damage bonus and reduce the power reduction to be just a single point (minimum zero) and then remove the need for ammunition. I'd probably also (at least) double the penalty if it gets affected by a critical hit as a demon that can manifest torpedo salvos should be a being to be feared indeed.
  11. Wouldn't there be an unbound demon unleashed on the ship the first time this component took a critical hit? Personally I'd be tempted to say that it's possible for something like lances but for something where the component is essentially a tube and the torpedo is doing 90% of the work then the bonus would be almost negligible and the risk would be quite high. Different if perhaps you were running a Black Crusade game and you could 'work with' the demon rather than binding it to the tubes... though the deal still wouldn't be great for the players.
  12. It seems similar in spirit to a campaign I always wanted to be part of where the previous dynasties head when insane and spent the entire dynasty's wealth on making a flagship so magnificent, so crammed full of archeotech that anyone witnessing it would basically have to assume that those in charge sailed fight out of the Imperium's Golden age. That said my idea was that the ship only had the vital components (though they were magnificent) and a very few optional components. No weapons whatsoever (aside from turrets) and a profit factor of zero. The idea was that the players would need to bluff and make deals with parties interested in their ship until they had earned enough to actually get some weapons and defend themselves.
  13. I'm not sure an aquatic creature would be that much better than a terrestrial one in a void battle. Fighting in the void where there is no resistance at all and momentum effectively lasts until counteracted has got to be worlds apart from fighting in any sort of atmosphere. That said perhaps a greater sense of spacial awareness and the extra reinforcing the fighter craft need in order to contain liquid rather than gas means their fight craft would be resilient. Give them the equivalent of Elder holofields to show that the pilots have a better awareness of spacial positioning and avoid enemy fire better and when they do get hit their crafts are hardier.
  14. Given the unnatural toughness and the propensity for Orks to be at least toughness 40 or so the Ork's toughness bonus is going to average at 8 and their armour is not primitive if worn by an Ork. This means a weapon that does an average damage of eight is generally ignored by Orks... Heck if you discount righteous fury which NPCs generally don't get even at maximum damage the Ork will only be taking two points of damage. This is why Orks are scary to the general populace. The base weapons that they have easy access to aren't effective and Orks are a hoard so you can't even count on weight of numbers bringing them down. Heavy weapons are your friend in this situation.
  15. I always thought a seneschal's best weapons were other people. Similar to the way the the Vanus Temple uses information and intrigue to kill rather than direct attacks. "the cleanest kill is one that another performs in your stead with no knowledge of your incitement." That said if you want silent weapons then take a leaf out of the assassin's books and go with a needler pistol. Even when examining the body the would is almost undetectable.
×
×
  • Create New...