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  1. Other common changes include giving macrocannon broadsides (not batteries) storm and giving lances tearing or something, but the core add damage/individual hits rule is almost mandatory for npc vs pc balance.
  2. Option B strikes me as very Sauron-esque. I like it. Option A strikes me as both risky and challenging from a GMing perspective. One bad roll on the players Domination roll results in the death of the entire party. Option C: allow the player to play the Daemon Prince. Establish restrictions and penalties that apply when outside warp locations unless he binds his power to a phylactery or is bound by a sorcerer.
  3. This is the sort of thing that can happen in the longest running games. Example: after irl five years of dodging orcs, vampires, wraiths, trolls and other minions of Melkor (reenacting the Silmarillion, basically) one party member became the first Beorning and another slew Gorthaur (Sauron), died, was denied the halls of Mandos, ascended to become a Maia, and effectively became Sauron. In Deathwatch, I could see a similarly epic-scale game resulting in the destruction of the Tyranid menace and the hijacking of the Ethereal Effect and concomitant enslavement of the Tau as a species. Just saying.
  4. From an engineering standpoint, the big problem I see with all this is power budget. This looks like Riptide-plus levels of power usage (necron forcefields, weapons and wargear are very energy hungry). New grenade munitions, the incorporation of Imperial technology, advanced metallurgical adaptations of adamantium? That's cool. But adamantium is what armours the (slow, lumbering but powerful) Terminators. Vectored Retrothrusters on something with that much mass won't provide much maneuverability unless they are very, very powerful- then you're looking at them doubling as weapon systems (a la Iron Man repulsor-as-weapon-and-propulsion) and chewing up your power budget again. Actually, the Iron Man movie makes a good comparison here. Compare the Iron Man armour to the Warmonger armour- there Warmonger had much heavier armour and similar straight-line flight ability (thanks to large, powerful rockets) but wouldn't have been able to match Ironman's mobility. You're trying to uparmour Ironman without losing mobility. But, if this is a rogue sept with dramatically improved power plants, microthrusters, energy storage and distribution systems, and metallurgical techniques, then go for it. I also recommend a hammerhead with an ion cannon with three modes of fire (wide area blast, high damage two-shot, and standard but with assault-cannon rate of fire), hardened armour and falcon gravtank mobility, or gun drones equipped with light ion cannon or plasma rifles. Fire warriors with jump gear and fusion guns. That's the sort of thing that would happen with that kind of tech leap.
  5. Normally I'd say you were full of it, but writers messing with the lore so they can win internet arguments is pretty much exactly the level of professionalism I expect from Black Library. And this is why I said, way back on page 3 of this thread, you take the fluff you like where you can find it. In my games Teleportaria are archeotech. The AdMech doesn't do things because they are bored, the Grey Kniggits aren't Khornate, Magoi might understand how a thing works but they might not understand why. The Ultramarines are mistrusted by the High Lords of Terra because of their little pocket empire, the Tau vary on the Machiavellian vs. Naive scale from sept to sept, the Black Templar could probably wipe out a hive fleet on their own if the High Marshal got his act together (or cared enough to bother bailing the Smurfs out), and watching Game of Thrones is a good primer for the politics of Rogue Trader. It sounds like some people prefer a Rogue Trader more like Star Trek: Poofty Shirts and Poncy Hats, so... yeah. That's cool too. Edit: Sadly GS 9 step 4 Wow. You don't get paid very well.
  6. You name them a disgrace and a stain- let's start with that. You don't advertise a stain or a disgrace. You can use them so long as they are useful tools- and the Wulfen can be useful, those are the Wulfen that get deployed with the Wolves warbands- but you don't make them ambassadors or hold them up as the examples of what your kin can aspire to. You speak of Bran Redmaw- have you considered that he is called the Curs'd Lord, and that he is mistrusted by the other Wolf Lords for his taint? He is Wolf Lord in spite of his curse, and he only gets away with it because he is a Space Wolf. The Ultramarines would not tolerate a tainted Chapter Master in their little pocket empire, the Dark Angels make a practice of rooting out the Fallen root and branch, the Blood Angels keep those who suffer the Black Rage close and guided by their apothecaries. The Black Templar and Red Scorpions would purge Redmaw's company (and all the Wulfen) without a second thought. Also consider the lesson of the Wolf Brothers Chapter. Space Wolves don't do well separated from the rest of the Space Wolves- they tend to be more likely to suffer the curse of the Canis Helix. The Wulfen have a use, but they are terrible, terrible examples of Space Marines in general. They are more useful with their Chapter, who knows them and knows their uses and can keep them from descending further into madness. I could see a Wulfen becoming a Black Shield, perhaps, but only after becoming a Lone Wolf or some such similar circumstance. Even then, I suspect the Wulfen are too loyal to Fenris and the Wolves (and too attached to their code of honor) to abandon their Chapter in favor of the Deathwatch. Much more likely, I think, would be a Space Wolf seconded to the Deathwatch who succumbs to the Curse of the Wulfen during his service there. The Apothecarion of the Deathwatch are less familiar with the Wolves and the Canix Helix, and exposure to the greater threats the Deathwatch faces coupled with that lack of support would make a Wolf uniquely vulnerable to the curse- especially during a long deployment. That's my perspective anyway; on a less fluff-related note, I think roleplaying out the descent of a Wolf in the Watch would be a more interesting story than simply showing up to the watch already a Wulfen, but that's my love of tragedy and drama I suppose.
  7. Your grammar needs work. Your idea could be interesting, but I wouldn't apply it as an alternate advance- especially not at rank 1. The Wolves aren't proud of the Wulfen- they are failures. Redmaw is the exception that makes the rule, and I doubt Logan Grimnar would ever tap his company for a Deathwatch representative. I prefer the slow, degenerative slide into Wulfendom, possibly as corruption points are accrued, leading to penalties to Intelligence, Fellowship and Willpower. These penalties would be offset by claws, fangs, and improved perception and agility I think. Side note: yes, Wulfen are useful to the Wolves. Death Company are useful to the Blood Angels, but you won't see any of them in the Deathwatch. Same idea.
  8. ... well, at least he decided to make the horde his primary target. Instead of, y'know, you. What inquisitor thought it would be a good idea to stick a Tau with a red scorpion? That's just asking for trouble.
  9. The practical difference between a massive horde of redemptionist priests and a massive horde of Rogue Traders? The RTs have more logistical support, pay for themselves gia exploitation as they go, and come prepackaged with WMDs. I like my idea better.
  10. Calling yourself Ko'vash means identifying yourself as a worthy cause for which to strive. That doesn't sound very Greater Good to me. Very Rogue Trader, though.
  11. Fluffly speaking, there is no small-scale, controllable, purely technological teleportation solution. Warp Spiders and GK (and Warp Talons, for that matter) both use their psychic potential to protect them from the warp as the go popping about. To my knowledge, there never was a small-scale, controllable, purely technological teleportation solution. Having said that, I would absolutely permit this. In addition to whatever rolls to make the teleportation happen, every time he uses it he rolls for psychic phenomena. Any time he rolls a Perils of the Warp, he gains 1d5 Corruption in addition to whatever else happens. He would, as had been previously mentioned, required to take Signature Wargear for it, as well as the Enemy (AdMech) talent. Also, portions of the DW would want him to turn the relic over to the DW Librarium.
  12. While another Rogue Trader with the most conventional military forces could say he "owns" it by right of controlling the de facto PDF (and the military might to wreck the world's economy). Another Rogue Trader who has been landing temple complexes and educating the people (and has the Ecclesiarchy in his back pocket as well as the love of the faithful) could claim the world as his "by Divine Right." So on and so forth, of course. There is no easy answer there, and RTs tend to be crazy and petulant enough that if someone else has a stake in a world, you had probably better try to make them happy, lest they bomb it back into the stone age before any Imperial representative (who isn't a Rogue Trader) arrives. The best way for the Rogue Trader to deal with it is to ignore it. My mental image consists of locking all of the various RT's seneschals into a conference room and letting them dicker over choices like governor, ownership- or part ownership- of which trade routes and trade over which goods, tithing responsibilities. Some of the RTs will get a better deal than others, of course, but everyone is likely to get something- which means that while you'll have a couple of angry dynasties you are much less likely to be appointing a governor over a radioactive cinder. Reference the "you know you're playing Rogue Trader when" thread.
  13. I'd suggest treating it as a Pistol-class weapon rather than a Basic weapon. This lets you use it in melee or pull off some hot Gunslinger/TWW action. Pardon the pun.
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