Techpriest support

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  1. Primaris deathwatch?

    Has anyone worked out stats for a primaris marine in deathwatch? I was thinking that death watch would be perfect to field test primaries marines for a century or two before mass deployment. I mean I'm sure the new boys weren't sent out without a lot of testing and while units of primaris marines were surely sent out on isolated missions as field tests they had to integrate with regular marines too. Deathwatch duty would be perfect to do this. A primaris marine is delivered to deathwatch by an inquisitor as a blackshield with orders not to ask of his past. He serves with various marines against various enemies in very unusual conditions and on demanding missions..... Can you honestly think of a better filed test for the primaris marines and their equipment? I'd bet the primaris were tested for a long time before they were released in dark imperium. Deathwatch duty would be a logical choice for this. So I could see a primaris marine in deathwatch as a mysterious blackshield who comes vetted by the inquisition. Any ideas on stats?
  2. recruiting NPCs

    Sounds a little like something I do. I created "contacts" for players. Contacts are people who know a little about the inquisition. They've had some connection to an inquisitorial operation or two and are believed to be of good character to some degree in some ways, and may have some useful knowledge or other useful traits. They may not be suitable for the role of an acolyte for various reasons but still able and willing to be of use. Sounds like you made this guy a contact. He might provide useful info to players or even lend them some muscle now and then. Possibly he could slip them a few weapons at times.
  3. Learning new Psychic Powers

    glad my idea helped you!
  4. recruiting NPCs

    The vignette in "Enemies Within" featured the acolytes recruiting a member of a cold trade gang into their ranks. They did say the Big I would have to approve it but they pretty cleary felt the 'recruit' was skilled enough to be useful and that she was redeemable. When I read thru "dark pursuits” I could imagine some players I knew, or even myself as a player, probing out the guard who's employer died to see if he might be useful and willing to join the players. Having an employer die on him could look bad on his record even if he were blameless. He might be willing to help the players pursue the killers to redeem his record. Or the players might offer him some short term employment. So how would you do recruiting NPCs into the band? I am pretty sure they would at worst have to be criminal scum who were not willing heretics or traitors. Perhaps lower level criminals who may not have known their leaders were chaos cultists or traitors and maybe taken back a bit when they discover the truth. I suppose an inquisitor might tolerate this as long as the players took responsibility for the recruit. How would you use them? As redshirted monsterbait to serve as ablative armor for the players? A ready source of new PCs in event of an unfortunate turn?
  5. minefields?

    I was wondering about rules for mines detecting people and people avoiding them.
  6. Better crafting rules?

    To be on topic, I still say a basic bolt weapon in and of itself is no more complex than a shotgun, be it pump or semi auto. Space meries and SoBs add a lot of stuff to teir bolters like gene print readers, auto sens links, tarteters, diagnostic circuits, holy inscriptions, etc. The basic weapon is not hard to make, some gangers can have a bolt pistol in DH. The (rhymes with rich) is going to be getting bolt ammo which seems to be very complex and hard to make. You might need to accept unreliable level ammo that might fail to detonate or even detonate in the gun on a 00. Or you could make it without the dreaded tearing quality which will reduce damage in general. Or both. That might make it easier to produce or acquire. But cheer up, bunkie, at least you're not making a plasma weapon. In that case the weapon itself is a hellish nightmare to make and getting reliable ammo for it is going to be terribly hard.
  7. minefields?

    Do any of the ffg 40k games have rules for minefields?
  8. Learning new Psychic Powers

    If it's a sanctioned psyker then one assumes da emprah sends him new powers at his divine will as the psyker proves himself worthy.. At least that would be the official line.
  9. xenostech as a skill?

    So your skill would only work if you had a specific xenos race skill? Might as well just take the skill as is then. Now I like making requisites like tech use and possibly F.lore maybe Admech, but the whole point is to make a single skill that just covers xenos tech solely. There's no point to it if you still need specific race xenos skills.
  10. xenostech as a skill?

    Would you consider forbidden lore xenostech as a fair skill? It would be different than forbidden lore xenos which needs specialization by race, in that it would bit cover a race's history, biology, tactics, etc. It would just cover various types of xenostech and only their tech. So you could ID a device as eldar, ork, tau, fra'al, etc and possibly with multiple successes get some inkling of what it may be or do but the skill only covers tech of various races not an in depth analysis of a race as a whole.
  11. Better crafting rules?

    You know, this sort of situation makes for great roleplaying. The players are sent in on a "routine" (BWAHAHAHAAA!!!) investigation of a seemingly minor (HAW!!!HAW!!!HAW!!! STOP YOU'RE KILLING ME!) situation and find themselves so far in over their heads the light of the first day hasn't reached where they are yet. So they can either stand and die to no avail without even giving the menace a hiccup or retreat and get word back to base so action can be taken to limit the damage. Sure people will die while they retreat and summon aid. Many, many more will die if the menace is not stopped. So the players get word to the authorities, and face judgement. Their actions are analyzed, they are interrogated and judged to be in the right. Their actions are not based on cowardice but wisdom and they acted properly. So they acted properly and did their jobs and some people still call them cowards, of course. Welcome to the 41st millennium. While this damend either way kind if situation coming up now and then may annoy some players at times I think it's a side effect of the fact DH is more of an open RPG setting than like OW or DW. In those settings the players usually have very clearly defined mission and less open roleplaying options . In DW it's much more open. Players might be sent out to accomplish A only to end up going thru B,C,D,E... and end up facing a damned daemon after being asked to look into an odd murder or two. One thing about me as a GM is I would not saddle the players with a prick for an inquisitor. If their acts are right and just he will stand with them. Think Eisenhorn or Ravenor.
  12. Calling in aid.

    Hey jargal, while you served up a great plate of 40k grimdark with this idea, let me add a little special 40k sauce to it. A priest working with the players knows they are right but knows that the arbites are hard to convince, so he offers up his own congregation to be killed in order to provide proof to help the players convince the arbites. Maybe he has a small temple with a small congregation of the poor, elderly, orphans, etc and he offers them up to the players. Maybe he even has a stock of "emperor's mercy" on hand he mixes into a batch of communion wine he passes around to his flock to make grotesquely mutilating their bodies easier for the players and desecrates his own temple to spare the players the sin of doing so. But in then end the faithful congregation was spared the horror of being devoured by daemons, their deaths served to defeat evil and they died in grace. That's grimdark a'la 40k!
  13. Better crafting rules?

    Hey, sometimes it is an acolytes duty to survive and report back on what's going on. It's better to report a daemon has been unleashed and the grey knights are needed than to pointlessly die fighting it and leave the inquisition in the dark until it's too late.
  14. Better crafting rules?

    Well, they could have hidden in it and battened down the hatches....
  15. Better crafting rules?