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  1. That sounds like a lovely, if completely horrifying, setting. It would be a shame if it were to be eaten by Tyranids... No, wait, that would be excellent. Tyranids are always excellent. *EDIT* a word
  2. My group is at almost exactly the same point (campaign buddies! ). My group met the locals and, rather than making small talk, decided to ask where all the aliens who made the ruins are, and also we're from space, and have you heard of our Lord and Savior the Emperor? They were one misplaced comment from being kicked out of the village. BUT I did manage to gain their interest in the locals when the RT passed an awareness check by massive degrees, and noticed an archeotech bolter inside an open tent... being used as a flower pot. Could be that the locals HAVE some interesting stuff, they just have no use for it and so don't think of it as anything other than amusing baubles. OR, the locals might blame your group for the bombardment, and they have to run emergency damage control to save their relationships. Being framed for someone else's **** move can make for some fun drama, especially when they have enough of their own to answer for. Hope it helps!
  3. Isn't Choir in the Unbeholden Reaches? That's like... DEEP expanse. Anything you need to import to get that colony running is gonna cause you problems. Trouble with establishing footholds in the darkest corners of the unknown is there are dreadfully few trade routes, and even if there were the profit (or the favour owed) would have to be staggering to convince traders to operate along it. This means setting up there will require some extremely careful planning on your players' part. And if they decide to blow all that off and decide to just drop some colonists there and hope for the best, the best is most likely a mound of corpses. The worst on the other hand....
  4. I take issue with this bit, since it seems you've overlooked a rather important detail in creating it. From RT Core, pg.237, under Using Actions: "A character may not perform more than one of the following during his turn: an action with the 'Attack' subtype, using (not sustaining) a Psychic Technique, or using a Navigator Power." Two attacks per turn with the same weapon requires the swift attack talent. As the GM, you're welcome to override this, obviously, just keep in mind that this rule will actually make the weapon faster, and with a bit of weapon skill your ad-mech will be the Lord Admiral of his own private fleet of **** trains.
  5. Offer them an out, certainly, but I'd say offer them the chaos route first, just to see what they do. Daemons operate on temptation to acquire mortal servants, and they've got quite the laundry list of desires. Vengeance, restored wealth, their ship, a resurrected lady-friend, their rivals (or perhaps the RT, in the case of the Void-Master) dead at their feet, and no doubt countless other items. They'll never be more vulnerable to it than they are right now. AND they're already sitting in the warp. I say, offer it all, and more. Have a tempter daemon slip past the Gellar field and make a few offers. Tell them Tzeentch will drag them through the warp and place them back on their flagship, or that Khorne will revive the TG in exchange for glorious slaughter. Then sit back and see what twisted price they're willing to pay to have it all back. "For what is a man profited, if he shall gain the whole world, and lose his own soul?"
  6. My players started out with such ideas, but have since stopped due to my tendency to use their retainers for extra dramatic tension. Some stragglers fall behind in the xenos jungle, or get too curious exploring a wrecked ship. Then the team hears screaming, maybe gunshots, maybe clawing. They come running and SURPRISE! it's 3 mutilated corpses, with no sign of what killed them. Forward scouts get it the worst. Then they have to make command tests to keep everyone else from panicking and abandoning the mission, then execute them for cowardice, it's a whole thing. We've since come to an agreement that this is Star Trek-Hammer 40k, and red shirts die. Support staff can come to 'secure the area' once the captain and all his senior officers have single-handedly dealt with every possible threat, found the shiniest loots, and lost several gallons of blood.
  7. I'm going to start by saying that there is (nearly) an entire book dedicated to colonies and planetary endeavours, called 'Stars of Inequity', which I would highly recommend if your players decide to focus on those types of adventures. Likewise, 'Battlefleet Koronus' has some good rules for waging ground wars and mustering troops. When you say a 'personal army', that somewhat depends on the scale. You could certainly raise a small company as a sort of personal guard, perhaps 50-100 armsmen, just from the crew alone. Too much more than that and you risk not having enough left over to maintain discipline in the crew. After that, I would require my players to acquire more soldiers by some other means, the most obvious being to just buy them. Everything is for sale in the Expanse, and there is no resource less valuable than people. On the note of actually holding an army, I imagine it would start to get a bit cramped at around 500 standing troops (at least for something frigate-sized). Having a barracks on board would be ideal, and allow you to hold closer to 1500-2000 troops as additional compliment to the ship's usual armsmen. Barring that, cargo holds make good make-shift quarters for large groups. As for outfitting the men, see the acquisition modifiers for scale on an item. For your example, the Orthlack Heavy Stubber has average(+10) rarity, and 1000 units would fall into the Major(-10) purchase category, for a total modifier of +0 to profit factor. Same applies for tanks, armour, flyers, and people. Battlefleet Koronus also talks a bit about an idea of 'kits', where you would make an acquisition test for some number of sets of gear, and people to wear it would be thrown in as an after thought. Sort of a "Buy a lasgun and flak jacket, get a free person!" type sale. And finally, allowing players to have multiple ships... the short answer, in my opinion, is "don't". But since they will often insist, remember a few things: -Ships are really, REALLY expensive. Getting a new one is a grand adventure, not a trip to the market -Building even a small warp-capable ship from scratch takes decades at least -Getting a hulked ship repaired and running again, while slightly less expensive than building one from scratch, is still years of work, assuming you can secure the facilities and specialized workers needed to do it All this means the most likely way they're going to get a ship is to steal it, or finding intact somewhere. The first involves pulling a fast one on 25,000 souls, and the second requires the grace of the Emperor (aka you gave them one). Once they DO end up with a ship, however, its really up to them if they want an NPC to fly the ship and follow orders, or split the PCs between the ships and fly around together.
  8. Quicksilver has it right. If I remember right, he's out for a glorious death, not a safe trip. Translating in an ice field within a gas giant's gravity well would be a fairly sure-fire way to ensure that this trip is his last, which is exactly what he wants.
  9. A battle standard once carried by the Emperor (or Horus, if your people are into that sort of thing) himself. An un-imprinted arc-flagellant servitor, inquisition grade. An ork that thinks he's a human, and proudly serves "DA EMPRAH". A void kraken lure, or perhaps even... a harness? STC patterns for warp navigation cogitators that do not rely on navigator input. (I'm sure zero Navis Noblite assassins would find the party.) Personally, I like to give my players things that force them to make hard choices. Where the right thing to to might be to just burn it and move on, but OH IT'S SHINYYYYY. It should also be noted that "wondrous" need not mean "useful". I've given my players all kinds of things, from ancient power armour to deadly xenos weaponry, and to date their favourite loot remains a box of moth-eaten felt hats. It's all a matter of what the audience wants =P
  10. I like this a lot, but one question. How do you decide what date class you're working in? Seems like the shipboard astropath would either have some source of time, probably a class 5, or he doesn't. Since you're never gonna have a class 2 time measure, this just seems like a permanent extra penalty. Or am I just confused about what that refers to? That seems more likely.
  11. Update for those interested. The navigator I mentioned above ran afoul of Eldar assassins while picking fights on Vaporious. Fate points were burnt, and a nerf to lidless stare will come with it. Thanks everyone for the help.
  12. A rant thread? I like it. Here goes. I hate lidless stare. I hate everything about it. Any time I try to create a tense moment, or an epic climatic encounter, it immediately changes into "Lets find out if the big guy can roll to not die". And I'm not talking about boss fights, either. Casual dinner parties to introduce a plot point, trade negotiations, even diplomatic events often end in a room full of corpses. Worst part is, it's part of the core and with a PC already having sunk xp into it, I can't exactly take it away or even change it really. So I'm stuck with creating NPCs that die (literally) on sight because I gave them a name, so they must be a threat, and there's almost no way to defend against it. tl;dr: **** lidless stare.
  13. 53. is interesting, because it implies that you've got a stack of these yourself, ready to ruin someone's day. Would this be the case? If it is, I'd say make a separate deck for yourself, and draw some set number of them per session, to be played at the earliest (or most amusing) opportunity. Maybe move some of the 'create a mission' style cards into that deck, and add a few random encounters and modifiers to it. A band of orks inexplicably joins the fray, turning an regular battle into a three-way brawl, or an npc turns out to be a wyrd or a mutant. As for stuff for them, I think it needs more ship stuff. A few suggestions: We need more power! - Double ship's speed for one round Turn of your phones... - Evade the enemy and enter silent running. They will not be able to find you for at least <time> hours. I know a shortcut - Halve the travel time of a warp route. Improvised Projectiles - After destroying an enemy ship, it loses control and crashes into another nearby ship.
  14. The problem I see with charging PF for ship maintenance is that it somewhat undermines the concept. Profit Factor is meant to represent wealth, assets, prestige, favors, and other such things you might leverage to get what you want. So how then does it make sense that operating a warp capable voidship, the ultimate symbol of Imperial power and authority, ends up costing you PF? Sure, you spend some monetary assets maintaining the ship and its crew, but you gain the influence that comes with telling people how many macrocannons you can point at them if you don't get your way. In theory, a ship roaming the sector doing nothing and wasting time should still turn you a 'profit', just by virtue of the influence gained by having it at your call. Actually purchasing a new ship would be another matter, since that's a huge investment all at once, which can be recouped later. If you're trying to reduce your player's PF, that's when to do it, IMO.
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