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Everything posted by ViperMagnum357

  1. Kinda off topic, but since you are back doing these, will you be working your way through all the game lines? Because there is a whole host of questions I have for Black Crusade, starting with the rules for unnatural characteristics.
  2. Alright, quick question: After a player undergoes Apotheosis and becomes a Daemon Prince, they gain a new characteristic-Favour, which is measured from 0-100. There is a specific option for a newly raised player to trade in any number of their extant gifts for 5 Favour each, one time only upon their Ascension, suggesting they do not start with max Favour. Based on what I read, the assumption seems to be that you start at 0 Favour unless you trade in at least 1 gift or GM fiat starts you at a different amount. Did I miss anything that contradicts this, or do you simply start at 0?
  3. The Black Crusade game master's kit includes a significant expansion to burning Infamy for more than just survival-one of the options allows you to sacrifce Infamy to reduce Corruption. You can reduce Corruption by 2 for each point of Infamy sacrificed via the False Repentance rule, or buy off Corruption points at 1 per 250 XP spent via the Ritual of Castigation. On another tack, you can also craft a Simulacrum Effigy, acquired as a Very Rare item: that absorbs 1/2 rounding down of all external Corruption points gained with a Hard Willpower test, like from a warp rift or Sorcery exposure. However, it can break and flush you with the accumulated Corruption on a roll of 95-100, so the first 2 options are generally preferable.
  4. Alright, in addition to the forums I have checked all the books and all errata I found, and I have a couple of questions. I am assuming that you reroll duplicate powers when generating abilities from the same list, but I have not found that actually in the rules anywhere. In addition, is it possible to reduce degrees of success after rolling a test? I was wondering if it was possible, for a powerful Psyker unconcerned with Mastery tests, to guarantee a Binding Strength of 1 without a lot of (likely fatal) trial and error to maximize your abilities.
  5. The Warp Gate see in Echoes of the Tomb is a permanent Necron Construct, built purely through technology-the Necrons have never had Psykers, even when they were flesh. For this specific question-you need to speak with your gamemaster about a custom item, since mechanically you would not be able to use such a gate otherwise, once you have bought the appropriate advances.
  6. Mechanically, the inhibitor has not been statted out in any of FFG's game lines, nor will it be with the loss of license. You need to speak with your Gamemaster about it-they would need to approve and stat out a piece of equipment. In terms of the game-passing through a portal is not gaining the benefit of a power, merely using something that exists, functionally no different that passing through the Warp in a ship surrounded by a Gellar field, and almost exactly like using a teleporter-and there are no restrictions on doing so for Untouchables, whether it be shipboard arrays or one of the personal teleporters available as equipment. If there was a problem, it would have been called out explicitly. As for a specific example-in Caves of Ice, an Untouchable passes through an active Warp Gate on a planet with his abilities uninhibited, and winds up on a ship in orbit-so it can definitely happen; remember, this power only differs from teleportation technology via being a psychic power, and travel alone is no problem fro the Untouchable; only the method being an active psychic power they would normally suppress. The real problem is practical-unless you have an inhibitor, the portal will be suppressed and wink out when you get close, and you can only get an inhibitor through Gamemaster fiat: if they are unwilling to oblige, it becomes a moot point.
  7. Untouchables used by the Inquisition can be fitted with a limiter, allowing the Untouchable to switch on or off their ability's range-when inactive, their abilities are projecting out to the normal range. When active, the limiter renders their power inactive, allowing Psykers to use psychic powers in close proximity with no problems; however, the Untouchable themself retains all their abilities at a personal distance, and cannot be affected even with a limiter active. Based on the specific power, an Untouchable would need to have their limiter active to pass through such a gate, since it is not permanent-if they got close as is, it would wink out due to their proximity. The Gate I mentioned above was a peculiar, permanent Necron Portal; since it was configured only for them, when the two characters passed through they were exposed to the warp unshielded. The Untouchable was only mildly bothered, while the other non-Untouchable/non-Psyker character was a mess. That was in a Ciaphas Cain novel.
  8. Untouchables are completely immune to all Psychic powers, cannot be detected via psychic powers or Psyniscience, are invisible to Daemons that have not manifested via flesh, and cannot gain any benefits even if the wanted to. While it is possible to overwhelm or burn out an Untouchable, the amount of raw power required is well beyond the scope of anything in these games: in the fluff, one medium grade Untouchable is disabled and knocked into a coma after attempting to directly overpower the MIU link in an active Chaos Warlord Titan; and another is burned out over a period of months through the efforts of an insanely powerful Daemon Prince who had possessed someone in close proximity. For the practical purposes of the game; there is really nothing you could expect to face and survive, even in Ascension, that could nullify an Untouchable's abilities. As for stepping through a Warp Gate-that can happen, provided it was not a direct application of power like a teleport ability targeting the Untouchable. IE, a teleport pack, Shipboard teleporter, or standing Warp Gate could be used, but not a Psyker targeting them specifically. Their Untouchable traits would also provide a degree a resistance to the effects of transit as well; in the fluff, an Untouchable passing through an unshielded gate recovers in a day, while a strong willed non-Psyker/Untouchable is bedridden for a week and a mess for a while afterwards.
  9. Well, the Void Kraken listed in the rules for the Koronus Bestiary is explicitly it own thing, hearkening back to the original Space Monsters specced out in Battlefleet Gothic supplements. The original Kraken for the Tyranids date much earlier, to Space Fleet. Deciding what flavor it is should come after determining whether or not it is a Tyranid or one of the many deep space and warp spawned monstrosities that can eat entire fleets of vessels, like the Void Whale. Size-wise, a random space monster could be whatever you choose; a Tyranid Kraken is a specific type of Tyranid vessel substantially different from the rest of their fleet, with rather different abilities. A Tyranid Kraken is usually escort sized, and always lacks the spores clouds that act as shields and turrets for other Tyranid vessels; to compensate, they have heavy armor all around, later rules made them heavy escorts with 2 hits instead of one, and are considered permanently Braced, providing a save similar to the Holofields/Shadowfields of the Eldar or the Stealth/Regeneration systems of the Necrons. Krakens are tied for the fastest and most maneuverable Tyranid ships alongside the Vanguard Drones used as scouts and spotters. Relative to a Sword frigate with 4 batteries or a Firestorm with 2 batteries and a lance, a Kraken will also carry the armament of a heavy escort-the equivalent of 6 batteries, 2 lances, or an array of close combat weapons-Feeder Tendrils or Claws. The Tendrils allow the Kraken to make hit and run attacks that can destroy escorts and cripple larger vessels while ignoring armor, while the claws have to deal with armor but have the Kraken latch on and deal serious damage while arresting movement of the victim. Later versions created a scaled up Kraken the size of a light cruiser-basically the same rules with more hits and weapons. If you want a Battleship sized Kraken, the largest hiveships are larger than standard battleships, moving into super battleship territory, and can be specced to have many close combat weapons to get the same feel. If you are interested, all the BFG rules are free so you can just google the PDFs. The current rules can be found on the specialist games forum.
  10. Their bad luck applied in all sorts of ways-malfunctioning equipment, garbled transmissions, people forgetting important details via distraction, and all sorts of other incidents you do not want anywhere near sensitive situations or fragile equipment. We get a short anecdote from one of the characters in the second Last Chancers novel that does not paint a pretty picture-her unit was reassigned to the front line because they were an overall detriment to the war effort, yet represented such an immense investment it would have been political suicide and a morale crusher to decommission such a vaunted and very public program. So they got sent into one meatgrinder after another, in the hope they would die gloriously for the Emperor, far away from important theaters of conflict. Incidentally, I have never seen that Abhumans fanwork, and it seems solid-I would probably use that, but remove the bonus to Fellowship and option to add +3 to it; remove a few talents from their path, if present-like Air of Authority, Iron Discipline, Master Orator and Whispers; instead add either Fearless or Nerves of Steel/Unshakable Faith.
  11. The Afriel Strain were abandoned because, in addition to attracting the undue hatred of fellow soldiers, they appeared to be legitimately Warp-cursed, with horrible luck even worse than the Lamenters. They were basically baseline humans with superior mental abilities and skills, but physically just fit humans. They got regulated to crap details until they were chewed up and eliminated to prevent them from bringing any (more) costly disasters down on Imperial forces. I think the only times we got a good look were some Chapter approved rules, and the 2nd and 3rd Last Chancers novels. Rules wise, they had 'And They Shall Know No Fear' like Astartes, but everyone in the enemy army had Preferred Enemy against them to represent their awful luck, which was so bad that Priests and the Inquisition refused to ally with your army. In the novels, they are portrayed as having little empathy or social skills and fundamental disconnects to other humans, which combined with their odd appearance left them a target of mistrust and distaste. While they show great loyalty and superb skills, that is counterbalanced by commensurate ill luck-things like knocking loose material when hiding or moving stealthily, unfortunate ricochets, that sort of thing. Just being around them is dangerous to other people. Mechanics wise-maybe look into some of the various curses and warp screwage-things like a chance for rerolls or spent fate points to have no effect, and starting with one less fate point. Any time something bad might happen via random, non-skill/ability percentile, that chance should be increased for an Afriel Strain. Also, they should have a severe penalty to Fellowship, and maybe restrictions on various command/leadership skills and talents. To balance that, they should have significant bonuses to WS, BS, Int, Per, a grab-bag of bonus combat talents and several mental talents-like Duty Unto Death, and either Fearless or at least Unshakable Faith and Nerves of Steel.
  12. ^In the fluff, there is a vast gulf between a good human/tech priest command crew and even a mediocre Astartes when commanding a vessel; not just the bridge, but overseeing the engines and gun crews. Astartes are not just physically augmented, but mentally as well, their minds described as tactical computers only the best Mechanicus tech can exceed. The few times Astartes ship commanders are seen in action, like in The Emperor's Finest, their ability to analyze and respond to a tactical situation leaves everyone else flatfooted, from the Chapter Serf shipmaster to the Mechanicus Magos and entourage that are ostensibly in charge of the expedition. And remember the leadership values in BFG are different for Chaos and Loyal Astartes. Regular Navy vessels have leadership 6-9, from green crews up to the best un-augmented humanly possible. Chaos ships are also leadership 6-9 to account for slaves up to experienced chaos reavers, with an Astartes crew granting +1, thus 7-10 to account for overseers and slavedrivers as well as Chaos Marines in key positions. Loyal Astartes are leadership 8-10, which not only accounts for the Astartes commanders and possible crew, but also a crew entirely made up of tech priests, high quality servitors, and chapter serfs-who were mostly once aspirants, some of the smartest, toughest, and most competent specimens humanity has to offer, and many of whom missed the cut to become Astartes by the slimmest of margins. A crew rating of 70 would be the base rating with a full Astartes complement, likely increased to 80 due to training and equipment plus excellent non-coms. No unaugmented crew should be able to match what you would expect to find aboard a Space Marine Strike Cruiser or Battlebarge without some crazy tech. And after that lengthy digression, I would say to OP that a 'typical' chaos capital ship would be mostly crewed by slaves, and its quality would be disproportionately tied to the quality of its commanders. In BFG, full Chaos Marine crews provided a bonus to leadership and boarding actions, while Nurgle dedicated vessels were extra tough-an extra hit, the equivalent of an extra escort's worth of damage before being crippled or hulked, plus Nurgle ships could not be boarded by enemies.
  13. Remember that Astartes will only be the commander plus possibly command crew, with most of the actual crew being serfs(for loyal Astartes) or slaves (for Chaos Marines). I would suggest adapting the BFG leadership scores based on how many Astartes are actually on board-just a commander, likely an escort vessel would be crew rating 50-Veteran. A squad's worth, an Astartes commander and bridge crew, plus a couple to oversee the enginarium would be crew rating 60-Elite. A full Astartes crew-a demi-company or more, sufficient to man the bridge+enginarium, have overseers directly running each component, and enough left over to mount boarding actions; the equivalent of BFG leadership 10 with full bonuses for boarding/H&R-that would be crew rating 70, with an appropriately impressive moniker.
  14. Size is not mentioned, so it stays the same-the tripled weight being the tradeoff. As for cybernetic limbs-the strength and toughness bonuses all add together. The Machinator Array is explicitly an add-on to both biological and extant cybernetic parts, rather than replacing anything-that is in the description. Think of it as a bunch of extra pieces added to what you already have, like a bunch of pistons and servos bolted on to your limbs and a collection of plating and wiring all over. (basically the difference between someone with a couple of bionic limbs and a few augmetic implants compared to what most Techpriests look like in the art)
  15. As usual, 'depends'. If moving openly, that could mean either political barbs in social events to reduce their standing and make them look weak, or box their ears economically-outbid them, constrict markets, and accept a pinch on your own purse for the chance to empty theirs. Covertly, that means bribery, theft and blackmail to start with-lots of underhanded things with plausible deniability. In advanced cases, that escalates to sabotage and assassination. If you are out of specific ideas, look up the misfortunes table in the rulebook-that covers most types of incidents that are likely to happen without open battle. Figuring out a way to inflict the Adeptus Terra on opponents and arranging mishaps for enemies should be familiar to any dynasty that survives its first venture.
  16. Warp engines can run continuously as long as they are fueled and powered-that maximum distance that can be traveled is either the range of your navigator-usually capping out at around 5,000 light years; or when you run out of food/water and need to restock. Obviously, because warp travel is both very dangerous and unpredictable no matter the distance, most captains will put into as many safe ports as possible along their route while maintaining their timetable. The long, continuous jumps are usually reserved for emergencies-military reinforcement, critical supply runs, and realspace deadlines, like proving to the Administratum you are still alive before they declare you dead and sell off your dynasty's assets.
  17. Based on Ascension, when generating a new character at rank 9 and up, you give them 8d10 Insanity points, minus 1d10 per point of willpower bonus. Given you have to expend 15,000 XP to get there, including increases to willpower and buying off insanity, kinda hard to come up with a range. Instead, maybe take a look at the transition package "A Mind Repurposed" for characters with immense accumulated Insanity. The package is supposed to be a last resort to save a valuable servant on their last legs mentally, and their new Insanity score of 1d10+4 could be interpreted to be "as good as it gets" for a grizzled veteran. That seems to be a good starting point for an Insanity 'floor' for someone who has advanced that far without expending the time and experience to actively purge their insanity.
  18. Like most Astartes, the primary factor regarding their actions are oaths and bonds-very few people can actually pull rank on Astartes from outside their own chain of command. In Deathwatch, the Marines are bound by oaths to serve the Inquisition and thus follow orders-however, they retain their own recognizance about how to carry out their orders, and have some wiggle room at both the tactical and strategic levels that can lead them to refuse orders they genuinely believe are not in the best interest of the mission. Usually not a problem, because by the time an Inquisitor is working with Deathwatch, they should be a grizzled veteran with decades of combat experience and thus unlikely to be giving stupid orders. Ordo Hereticus has no jurisdiction over Deathwatch, so the only way they should cut across them would be prosecuting a Carta Extremis where the team had been declared Excommunicate Traitoris. They were perfectly justified telling said Inquisitor to pound sand, and if they pushed the issue said Inquisitor is liable to wind up dead at the hands of the Ordo Xenos, all above-board. The only arm that can shanghai Deathwatch Marines would be a Malleus Inquisitor, and then only by invoking the Malleus Remit due to an imminent Daemonic threat.
  19. Was there a question in there somewhere? Calixis is a border sector in Obscurus and outside the shield sectors around the Eye of Terror; that means few hand-me-downs, and low priority for reinforcement. What they have, they inherited from the crusade fleet that settled the sector, plus what they can build-thus, no battleships. Any space dock can slap together raiders and corvettes, and the majority can build frigates and destroyers. Relatively few can build or service a capital ship, and few outside a Forgeworld or major fleet base can do the same for a battleship. Most civilized worlds will have the facilities to build escorts and repair cruisers, but few will have the capability to build one from scratch or do any real work on a battleship.
  20. Also remember that for a Rogue Trader, everything comes out of their pocket, and anything blown up is potentially lost capital-or a potential asset denied to an enemy. A dynasty is liable to set charges on a hulk or conduct an orbital bombardment on anything they do not want in order to deny it to their opponents. By the same token, what can make or break a dynasty is deciding what is worth fighting for-the group should never just find themselves in combat just because. There is always a goal, if only to escape an ambush, mishap or disaster. Think about why the PCs are there, in place of a negotiator, diplomat, or company of armsmen. The usual answer is either happenstance-getting caught with their pants down in a dangerous situation-or personally overseeing a task too delicate, complicated, sensitive, difficult, or simply important to trust even your best underlings. Now with that in mind, encounters should usually not be as simple as 'kill them all'. Whatever task or situation drew them in should be more involved; an ambush will usually be either a small cadre of elite assassins, necessitating not simply killing them, but out thinking them and identifying their source-or an endless stream of soldiers trying to pin them down and overwhelm them, and the goal is to escape and understand the situation. For clearing a hulk or taking an enemy ship, your goal should be to fight onto the bridge and prevent the enemy from escaping or scuttling the ship-a time sensitive problem in confined combat, where numbers mean little and the quality of the team is paramount. You might explore an alien ruin in person, where unusual conditions could break the minds of lesser people or dangerous knowledge/tech must be prevented from circulating among the crew. While other comments here can provide a particular answer, think about why the characters are drawn into personal combat to begin with, and work back the nuts and bolts of the encounter from there.
  21. What Bheader said: in Rogue Trader, you are not worried about the minutiae of transactions-if something is not worth an endeavor or strains your resources enough to force an upkeep test, then it is assumed to be worth so little to be beneath the overall notice of your dynasty. And if, say, you were going to loot a bunch of bolters or vehicles or whatnot, remember that they will still eventually require an acquisition test-because that test also allows for a complete supply chain to keep those resources available indefinitely, unless they are reduced or damaged enough to require an upkeep test to keep them in good repair. That means replacement parts, munitions, fuel, and a complete logistics chain providing trained recruits and support staff. Now, there is certainly a market for selling unusual tech or weapons, but that is usually on an individual basis, and almost never for cash-favors, information, introductions, negotiations, and items that cannot be had for any price of mere coin are what you deal in as a dynasty. It can be a little weird for a group coming over from a different game, since most others encourage you to pinch pennies, hunt down every errant gold piece, and steal and sell everything that is not part of the terrain-then sell the terrain to someone with more money than sense. Try to impress on the group the scale of the game-you are not a collection of adventurers looking to strike it rich and make a name for yourself; you are already famous and wealthier than most people could wrap their minds around. You measure your wealth not in personal weapons and armor, but in armies, fleets and entire planets you control or own outright.
  22. The Potentia Coil provides power to your implants. Apart from the respirator unit, the rest are just the framework that allows you to use various augmetics, implants, and several Mechanicus-only talents, of which there are many beyond the reach of someone without them.
  23. Executioner shells are in Ascension, though most of the best varieties were released in later lines, like Rogue Trader and Deathwatch. You can find a good grouping in the fan-collated Macharian Handbook. And keep in mind there is a vast gulf between the 'civilian' bolters available for humans and the huge weapons used by the Astartes-a difference as large between the same in shotguns, and even a civilian bolter is something I would take over an Arbites shotgun in most cases. What it loses in direct damage it gains in AP, and then tearing means its damage is superior against anyone wearing at least 2 points of armor-plus doubling the chance of righteous fury for massive damage. Also, are you asking to create a double shotgun weapon, or to carry 2 different ones?
  24. The entry is accurate: Arbites use shotguns as their primary ranges weapons, and they are of a much higher quality, including a large capacity. The capacity notation is to draw a distinction about trade-offs; the same weapon chambered for standard shells would have a much higher capacity, and the use of a tube magazine increases reliability and ease of handling over a bulky, high-capacity drum-mag. They are still inferior to Astartes shotguns and less powerful than shotcannon, but definitely a step above what the Guard and Navy use. Keep in mind it is still only a so-so weapon relative to the good stuff; lacking the range for a standoff firefight, rate of fire to manage hordes or adequately suppress enemies, lacking the explosive power to reliable kill tougher opponents, and lacking the penetration, even with slugs, to do appreciable damage to heavily armored targets. It is an all-rounder, made flexible with cheap, readily available ammo and specialist munitions, giving you a reasonable chance against most opponents until you can arrange for more specialized weaponry for major targets.
  25. The Orders Famulous are a non-militant Order, and their job is to act as advisers to nobility; they keep track of bloodlines and the genetic stability and purity of hereditary rulers. They also act as the first line of defense against mutation and degenerative inbreeding, and have the authority to purge tainted bloodlines-that gives them narrow but substantial authority to act in a manner similar to Inquisitors when it relates to their field. The only prominent example I can think of is during the Enforcer Trilogy, where an Arbites investigation into a corrupt Noble line results in a raid: the Enforcers move in to find the estate in the process of being purged by the Ordo Famulous and several of their deep cover operatives.
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