Warhammer 40K PnP RPGs - Anyone Interested?

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Zinegata
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Ok, reviewing.

BTW, Serafina, what's the Ordo of you Inquisitor again?
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Xenophillious
Through dealings with some xenos race, this vessel has been outfitted with examples of their blasphemous technology.When constructing the vessel, the play must select 1 Xenotech Component of their choice.
Note the "must," the cheapest Xenotech Component is 2 SP. If Zinegata allows us to just choose the ships past history then I'll change it, if not we make do and roleplay as the Gods of the Dice command :) .

If we are just going to choose I would prefer Wrested from a Space Hulk or Reliquary of Mars.
Serafina wrote: We can use that to get either Barracks or a prow-mounted Titanforge Lance battery - which can shred a small ship in a single salvo if you get a bit lucky. And power is not that much of an issue.
We need power for future upgrades, the entire purpose behind getting the additional SP. In a game where most classes get little to no combat abilities I would hope that there will be more to it than just a virtual d*** swinging contest for 3 hours a week :P If we are unable to upgrade this ship I would have been plenty happy with a Raider hull, I happen to think they're cooler anyway. On account of it is an rpg, anything we fight will be scaled to our abilities so we could have a Vagabond (or two! :D ) for all it really matters.
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Zwinmar
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zwinmar »

Just need to get the Codex for the Dark Angels but I think I will go with the starting Death Watch Assault Marine. I know how to be a tank and have read up a bit, well a lot, since my last post.

Code: Select all

Character Name: Brother Oswe
Chapter: Dark Angels Speciality: Deathwatch Assault Marine Rank: 1

Chapter Demeanour: Son of the Lion Personal Demeanour: Hot-Blooded

WS: 44
BS: 46
Str: 10/ 47
T: 8/ 44
Ag: 48
Int: 30
Per: 41
WP: 41
Fel: 37

Son of the Lion
Although only the upper echelons of the Chapter are aware
of the awful truth of the Dark Angels’ past, even those newly
recruited are possessed of a secretive, even introverted nature.
The idea that outsiders are not to be trusted is drilled into the
recruits from an early stage, and they are tested continuously to
ensure their compliance until it becomes second nature. After all,
a brother who cannot be entirely trusted to keep the Chapter’s
secrets is unlikely to advance through its ranks.

Stoic Defence
Dark Angels are stubborn in attack and intractable in defence,
holding their ground against even the most furious of assaults.
Once per combat, a Battle-Brother of the Dark Angels Chapter
may enact a Stoic Defence. The Space Marine gains 6 Temporary
Wounds and his maximum Movement Rate is reduced to 1/2
his Agility Bonus, rounding up (most Space Marines with this
ability hold their chosen position and do not advance or retreat!).
Unlike normal Wounds, these bonus Wounds are removed when
affected by the Damage of any successful attack, and are always
removed first before applying Damage to the Battle-Brother’s
normal Wounds. These bonus Wounds are also lost if the Battle-
Brother leaves his chosen location either involuntarily or by his
own choice.

Skills:
Awareness (Per)-Skilled
Common Lore (Int)† (Adeptus Astartes,
Imperium, War)-Skilled
Dodge (Ag)-Skilled
Intimidate (Str)-Skilled
Scholastic Lore (Int)† (Codex Astartes)-Skilled

TALENTS AND SPECIAL RULES
Wings of Angels: When making a Charge whilst using his Jump
Pack, the Assault Marine adds an additional 1d5 Damage to any melee
attacks.
Deathwatch Training: The Space Marine automatically confirms
Righteous Fury against aliens.

WOUNDS
Total: 21

FATE POINTS
Total: 3

MOVEMENT
Half Action: 5m (12m)
Full Action: 10m (24m)
Charge: 15m (36m) Run: 30m (72m)

ARMOUR
Mark VII Power Armour
Armour Points: 8

GEAR
Mark VII power armour, powerfist, jump pack, bolt pistol, 3 frag and
3 krak grenades, combat knife.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

I was just screwing around with building a light cruiser on a 60 point budget and I came up with this.
Curse Catcher

Dauntless-class Light Cruiser
Speed: 7
Manoeuvrability: +15
Detection: +31
Hull Integrity: 60
Armour: 19
Turret Rating: 1
Space: 51/60
Power: 56/60
SP: 59
Weapon Capacity: Prow 1, Port 1, Starboard 1

Quirks:
Machine Spirit Oddity: Blasphemous Tendencies
Past Histories: Haunted

Essential Components:
Jovian Pattern Class 3 drive: 60 generated power, 12 space
Strelov 2 Warp Engine: 12 power, 12 space
Gellar Field: 1 power, 0 space
Single Void Shield Array: 5 power, 1 space
Combat Bridge: 1 power, 1 space - adds +10 to tech rolls to repair the ship
Vitae Life Sustainer: 5 power, 3 space
Voidsman Quarters: 2 power, 4 space
M-201 Auger Array: 5 power, 0 space

Supplemental Components
Titanforge Lance Battery (port): 13 power, 6 space, 2 SP
Titanforge Lance Battery (starboard): 13 power, 6 space, 2 SP
Compartmentalized Cargo Hold: 2 power, 5 space, 1 SP

Moral: 91
Population: 100
I rolled for the two quirks so I guess it'll end up being a ship known for strange goings on within her hull and powerful lances lashing outward.
School requires more work than I remember it taking...
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

I'm willing to let you guys pick your ship's quirks. It's your ship after all.
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

BTW, Serafina, what's the Ordo of you Inquisitor again?
Haereticus. She also got some good contacts to the Ordo Malleus due to past deeds, but she is not a member of it.
She is also a thorian Inquisitor, which can also matter a lot. And generally pretty puritan, but not opposed against psykers or mutants as long as they are properly faithful (more so than normal citizens).
I'm willing to let you guys pick your ship's quirks. It's your ship after all.
Great.
Here is my favored ship:
Dauntless-class Light Cruiser
Speed: 8
Manoeuvrability: +18
Detection: +25
Hull Integrity: 60
Armour: 20
Turret Rating: 1
Space: 49/60
Power: 54/60
SP: 60
Weapon Capacity: Prow 1, Port 1, Starboard 1

Quirks:
Wrothful: +1 Speed and +7 Maneuverability in combat. -1 Speed and -5 Maneuverability and -5 Detection out of Combat
Wrested from a Space Hulk: +1 Armor, +1 Speed and +3 Maneuverability

Jovian Pattern Class 3 drive: 60 generated power, 12 space
Strelov 2 Warp Engine: 12 power, 12 space
Gellar Field: 1 power, 0 space
Single Void Shield Array: 5 power, 1 space
Combat Bridge: 1 power, 1 space - adds +10 to tech rolls to repair the ship
Vitae Life Sustainer: 5 power, 3 space
Voidsman Quarters: 2 power, 4 space
M-201 Auger Array: 5 power, 0 space

Compartmentalized Cargo Hold: 2 power, 5 space, 1 SP

Mars Pattern Broadside (port): 4 power, 5 space, 1 SP
Mars Pattern Broadside: (starboard): 4 power, 5 space, 1 SP
Titanforge Lance Battery (prow): 13 power, 6 space, 2 SP
This is a proper combat ship. It is fast, tough, maneuverable and powerful. It comes with no upgrades but a cargo hold, but it still has room for many more.
Our first upgrade should be Barracks (56 power/53 space total).
Then we can also get armor plating (56/55), a library (57/56) and a shrine (58/57) and an observation dome (59/58). And last but not least, if we can find it, a Teleportarium (60/59). And of course, we can also upgrade the quality of our ship components.
Then we have a fast, powerful ship that can go into most battles, carry freight and troops, has good morale and the proper facilities for us to use as well as powerful means of quick insertion and extraction.


Norade, IMHO you put too much power into the two lance batteries - it won't allow much room for further upgrades. And having Lance batteries on two sides is mostly a waste anyway, since you can only use one at a time. If we mount in on the prow (instead of torpedoes), we have it available on three sides.
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"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Serafina wrote:
Great.
Here is my favored ship:
Dauntless-class Light Cruiser
Speed: 8
Manoeuvrability: +18
Detection: +25
Hull Integrity: 60
Armour: 20
Turret Rating: 1
Space: 49/60
Power: 54/60
SP: 60
Weapon Capacity: Prow 1, Port 1, Starboard 1

Quirks:
Wrothful: +1 Speed and +7 Maneuverability in combat. -1 Speed and -5 Maneuverability and -5 Detection out of Combat
Wrested from a Space Hulk: +1 Armor, +1 Speed and +3 Maneuverability

Jovian Pattern Class 3 drive: 60 generated power, 12 space
Strelov 2 Warp Engine: 12 power, 12 space
Gellar Field: 1 power, 0 space
Single Void Shield Array: 5 power, 1 space
Combat Bridge: 1 power, 1 space - adds +10 to tech rolls to repair the ship
Vitae Life Sustainer: 5 power, 3 space
Voidsman Quarters: 2 power, 4 space
M-201 Auger Array: 5 power, 0 space

Compartmentalized Cargo Hold: 2 power, 5 space, 1 SP

Mars Pattern Broadside (port): 4 power, 5 space, 1 SP
Mars Pattern Broadside: (starboard): 4 power, 5 space, 1 SP
Titanforge Lance Battery (prow): 13 power, 6 space, 2 SP
This is a proper combat ship. It is fast, tough, maneuverable and powerful. It comes with no upgrades but a cargo hold, but it still has room for many more.
Our first upgrade should be Barracks (56 power/53 space total).
Then we can also get armor plating (56/55), a library (57/56) and a shrine (58/57) and an observation dome (59/58). And last but not least, if we can find it, a Teleportarium (60/59). And of course, we can also upgrade the quality of our ship components.
Then we have a fast, powerful ship that can go into most battles, carry freight and troops, has good morale and the proper facilities for us to use as well as powerful means of quick insertion and extraction.
Fits my requirements, I'd sooner have a Command Bridge than a Library but we've plenty of time to figure that out.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Eh, made a couple of errors. But that doesn't change the initial setup of the ship.
Dauntless-class Light Cruiser
Speed: 8
Manoeuvrability: +18
Detection: +25
Hull Integrity: 60
Armour: 20
Turret Rating: 1
Space: 49/60
Power: 54/60
SP: 60
Weapon Capacity: Prow 1, Port 1, Starboard 1

Quirks:
Wrothful: +1 Speed and +7 Maneuverability in combat. -1 Speed and -5 Maneuverability and -5 Detection out of Combat
Wrested from a Space Hulk: +1 Armor, +1 Speed and +3 Maneuverability

Jovian Pattern Class 3 drive: 60 generated power, 12 space
Strelov 2 Warp Engine: 12 power, 12 space
Gellar Field: 1 power, 0 space
Single Void Shield Array: 5 power, 1 space
Combat Bridge: 2 power, 2 space - adds +10 to tech rolls to repair the ship
Vitae Life Sustainer: 5 power, 3 space
Voidsman Quarters: 2 power, 4 space
M-201 Auger Array: 5 power, 0 space

Compartmentalized Cargo Hold: 2 power, 5 space, 1 SP

Mars Pattern Broadside (port): 4 power, 5 space, 1 SP
Mars Pattern Broadside: (starboard): 4 power, 5 space, 1 SP
Titanforge Lance Battery (prow): 13 power, 6 space, 2 SP
But as for the upgrades, we must throw out one component to save 1 point of power.
And i forgot to include some other possible upgrades which do not take up extra power/space:
-Warpsbane Hull: Higher speed and maneuverability while in warp. Replaces the Gellar Field.
-Bridge of Antiquity: Saves 1 space, +10 on Command tests and +5 Maneuverability
-Modified Drive: +1 speed, saves four space
-With the drive, we can get reinforced interior bulkheads (+3 hull)
-Ancient life sustainers: Morale boost and save power and space.
-With those, we can put the Shrine back in. Or get a Munitiorum if we have the drive as well. Because the best way to worship the Emperor is blowing his enemies to bits.
-Auto-stabilized Logis Targeters: +5 BS and +5 detection.

In other words, we have a LOT of available upgrades. These here will be difficult to get, but that means that we have late-game challenges as well, which is great.
Oh, and no one put's damn dirty Xenos components on any ship i am on!
Fits my requirements, I'd sooner have a Command Bridge than a Library but we've plenty of time to figure that out.
The library gets +10 to knowledge skills, which is REALLY useful, especially since it looks like we won't have a dedicated scholar.
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Just FYI, i just dug out the "Ships of the Imperium"-supplement by DarkReign.
It's entirely inofficial, but contains good rules for various other ships classes (including ships larger than cruisers), launch bays, nova cannons and torpedoes.
There is another supplement for chaos ships as well as Astartes.

So, anyone up for starting with a Oberon-class battleship? :P
Well, at least Zinegata can use the information for NPC-ships - but i hope he won't put our light cruiser against a battleship.

By the way, since we are now taking a Light Cruiser, consider that those have an average crew of 65000. And that this ship is 4.5 kilometers long. Put simply, that's a lot of power.
Anyone got any ideas for names? I would personally name it Saint Aspiras Pilgrimage.
Saint Aspira was a canoness of the Order of the Bloody Rose which lead a war of faith that liberated over a hundred worlds. Several important artifacts of the Sororitas and Ordo Haereticus are named after her, foremost the Mantle of Saint Aspira.
Accordingly, i would like to paint our ship in the colors of the Order of the Bloody Rose - mostly red, some black and gold.
Image This, but with the black and red switched around. Also, we don't carry torpedoes but rather lances mounted on the front and top of the ship.

Also, it would be nice if it could bear the symbol of a red rose somewhere, at least in certain areas inside. Or my personal symbol, which is going to be the symbol of the inquisition entwinded by two roses with blood dripping from the thorns.
Image

By the way, my personal quarters on the ship will be filled with wooden furniture inlaid with the bones of fallen battle sisters and draped and decorated with red and black curtains. It also contains my personal standard, with the main symbol described above and images of servants of the emperor (mostly Sororitas) punishing heretics. It also contains several cherubim that either chant hymns or take care of the quarter, wardrobe and guests.
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"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

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Zinegata
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Actually, I think Khetain is about to name the ship the "Royal Fortune", as it's technically his ship after all ;).

Also, nuts. I did know about the Dark Reign supplement and was debating whether or not to use it. I guess we will. :P
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Kheitain
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Serafina, can you come up with a reason why the ship, previously used for piracy and trading would have been painted in the colours of the of the Bloody Rose, and named after a saint? This was not an Inquisition vessel, that may even be the point of your superiors requesting the aid of a Rogue Trader after all.

In reference to the original Royal Fortune, I would like the hull to be done in brown with black trim, weapons and accents. Unfortunately there will be questionable articles of xenos-origin on the ship (Xenophile) in the form of wood and other trinkets taken from various planets and traders over the life of the ship.

Also, there was no Guest Quarters or the like ourchased for the ship so I doubt anyone will have a fancy personal room. Traditionally captains would have personal quarters, while the officers bunked in their own section and the rest of the crew would have bunks. I havn't read enough on WH40k to know if they tend to have a whole bunch of personally decorated personal rooms on retro-fitted millitary craft but it seems an unnecessary indulgence. My character will spend little time in his quarters (if I even have them) so we may be able to dicuss our *guests* taking them over. Zinegata did say that you were to be meeting my crew and I in port.
Bartholemue Roberts

Weapon Skill: 25
Ballistic Skill: 50
Strength: 20
Toughness: 30
Agility: 45
Intelligence: 50
Perception: 45
Willpower: 45
Fellowship: 40
Wounds: 11
Fate Points: 8
Insanity Points: 3

Homeworld: Voidborn, The Royal Fortune
Speak Language (Ship Dialect) bonus skill
Charmed: When spending a fate point, roll a d10, on a 9 the fate point is not lost.
Ill-Omened: -5 to Fellowship tests when interracting with non-voidborn
Shipwise; Navigation (Stellar) and Pilot (Spacecraft) are untrained basic skills
Starting Wounds: double starting toughness bonus (3x2)+1d5
Starting Fate Points: (d10) 1-5=3, 6-10=4 rolled 8

Birthright: Stubbjack
gain Quickdraw as a free Talent
gain Intimidate as a Trained Basic Skill

Lure of the Void: Xenophile
+10 to fellowship tests involving xenos, -5 to willpower when dealing with xenos artifacts or psychic powers
+5 to Ballistic Skill
-5 Fellowship
gain 1d5 Insanity Points, rolled 3

Trials and Travails: High Vendetta
gain Paranoia Talent: +2 bonus on Initiative rolls, GM may also secretly roll to see if character notices hidden threats. Character is twitchy and an inability to relax.
Inquiry Skill +10
Brooke no Insult: Will allow no serious offense to my honour or person, or those under my protection, meeting threat with threat and violence with violence. May take a Willpower test to avert this, modified by provocation and consequences.

Motivation: Pride
Gain 1 Heirloom item. Chose Archeotech Laspistol

Rogue Trader Special Ability: Excceptional Leader: Grant ally +10% to any test

General Demeaner: Choleric

Skills:
Awareness
Barter
Charm +20
Ciphers (rogue Trader)
Command +20
Commerce
Common Lore (Imperium)
Common Lore (Rogue Trader)
Decieve
Dodge
Drive (Ground Vehicles)
Evaluate
Forbidden Lore (Xenos)
Intimidate +10
Literacy
Inquiry +10
Literacy
Pilot (Flyers)
Pilot (Spacecraft)
Scholastic Lore (Astromancy)
Scholastic Lore (Imperial Warrents)
Scrutiny
Search
Secret Tongue (Underdeck)
Speak Language (High Gothic)
Speak Language (Low Gothic)
Secret Tongue (Rogue Trader)
Speak Language (Ship Dialect)
Speak Language (Traders Cant)

Talents:
Air of Authority: On a successful command test the explorer can affect a number of targets equal to 1d10+ Fellowship bonus.
Pistol Weapon Training (Universal)
Melee Weapon Taining (Universal)
Ambidextrous: Can use both hands for any task, does not suffer -20 for using off hand
Renowned Warrent: gain +10 bonus to interraction skill tests with those who understand the importance of the warrent

Two Weapon Wielder (Ballistic): Can attack with two weapons as a full action at -20 to each (-10 with ambidextrous)
Quick Draw: Can ready one-handed weapons as a free action
Iron Discipline: If visible to crew they may re-roll failed Willpower tests to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to his Willpower Bonus. PC's can be affected if the explorer is the official group leader. If leading a boarding action, +10 to command tests.
Jaded: Outragous events will not cause Insanity Points or Fear tests. Terrors of the Warp still effect the character normally
Exotic Weapon Training (Shuriken Pistol)

Gunslinger: If armed with two pistols, reduce the penalty for two-weapon fighting by -10
Resistance (fear): +10 on saves
Exotic Weapon Training (Digiweapons)
Sound Constitution (1) : Character gains an additional wound
Foresight: By spending 10 minutes analysing a problem the character gains a +10 bonus to any Intelligence test.

Gear
1 Archaeotech Laspistol
1 Good Craftsmanship Hand Cannon
1 Best Craftsmanship Mono-Sword
Microbead
Void Suit
Fine Clothes
Xeno-pelt cloak
Best Craftsmanship Light Carapace
Bolt Pistol - Free Acquisition
Power Armour - Free Acquisition
That's the lot, feel free to look that over and see if I've made any mistakes. How would you like me to make the rolls for the other acquisition tests I inquired about? Unless you would like to just make the rolls yourself before the game starts and fill me in :D I would especially like to obtain that Shuriken Pistol as I think it would suit my character and would secretly be his most prized posession.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

We can do the acquisition rolls in-game.

Regarding ship style, as noted in the intro the Inquisition is just... "borrowing" a ship from a trusted Rogue Trader. Hence I will generally defer to the Captain's wishes and preferred style of quarters, as 40K is big enough to support all kinds of ships.

As noted in the intro, this is kind of a rush job, and you're gonna see just how rushed this whole thing is when you meet the Stormtroopers.

And please try not to shoot each other for heresy before the ship gets out of Delta Sigma :P.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Jaevric »

Zinegata wrote:And please try not to shoot each other for heresy before the ship gets out of Delta Sigma :P.
Oh, good, I'm not the only person who was thinking that. Though, in fairness, I don't think the ship's captain is likely to shoot the Inquisitor for heresy precisely. I assume he wasn't exactly ASKED if he would transport an Inquisitor and her retinue? I can't imagine a rogue trader with xeno predilections voluntarily taking an Inquisitor, a sizeable stormtrooper cadre, and a pair of Astartes aboard ship...unless he's suicidal.

Zinegata, as the only faction aboard ship with minimal combat capability, can I maybe have a few (dozen) squads of Skitarii and a Praetorian or five? I'd like to be able to do more when the inevitable fratricidal shooting starts than cower in my quarters. :lol:

But I want to be there when the Inquisitor is informed she is hot-bunking with the crew.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

Our Captain seems to be the Emperor-fearing sort and would not have been hired unless he passes some basic credentials. Plus, the money is good. On top of that, Space. Hulk. With possible M30 ships.

Also, no Skitarii. That will be reserved when you guys meet a Titan legion. :P
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Serafina
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Well, that was mostly a suggestion, i will leave the decision to you.
Serafina, can you come up with a reason why the ship, previously used for piracy and trading would have been painted in the colours of the of the Bloody Rose, and named after a saint? This was not an Inquisition vessel, that may even be the point of your superiors requesting the aid of a Rogue Trader after all.
Well, my idea was that the Inquisition (or rather, me) requisitioned the vessel and re-purposed it. But as i said, your decision.
Also, there was no Guest Quarters or the like ourchased for the ship so I doubt anyone will have a fancy personal room. Traditionally captains would have personal quarters, while the officers bunked in their own section and the rest of the crew would have bunks. I havn't read enough on WH40k to know if they tend to have a whole bunch of personally decorated personal rooms on retro-fitted millitary craft but it seems an unnecessary indulgence. My character will spend little time in his quarters (if I even have them) so we may be able to dicuss our *guests* taking them over. Zinegata did say that you were to be meeting my crew and I in port.
Actually, from all that i have read ships can have some rather extensive quarters for staff like the captain, higher-ranking officers, fleet commissars, astropaths, navigators and so on. I would simply requisition one of those and put some new furniture into it.
She doesn't NEED it (Ex-Sororitas after all), it's more a gesture to demonstrate her status to others.

In reference to the original Royal Fortune, I would like the hull to be done in brown with black trim, weapons and accents. Unfortunately there will be questionable articles of xenos-origin on the ship (Xenophile) in the form of wood and other trinkets taken from various planets and traders over the life of the ship.
I am really, really opposed to the ship having Xenos-parts, since it completely violates the beliefs of my character. She would not tolerate such a vessel with the possible exception of the most dire of circumstances, and punish it afterwards regardless of that. She doesn't regard some elements of the Imperium as enemies as other puritan Inquisitors do, but she is ruthless with those she sees as such regardless. Sororitas do not learn to show mercy.

From a gaming POV, we can choose the details of our ship and Xenophilious is really not that useful.

I see that you want to play a xenos-loving piece of worthless scum ( :P ). If you want to do that, we'll have to work out something. If you want to be an expert on Xenos, that's fine by me - since i won't have that much experience with them. And talking with them is also okay, as long as you avoid corruption. If you have any technology, i can tolerate "trophies" - but not a whole ship that actually uses xenos-technology.
But generally - don't mess with her on that. I don't want infighting. And your Rogue Trader wouldn't want it either if he has done any research on her past :wink: (PM me if you want to know some details).
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Zinegata
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Zinegata »

All I will comment regarding Xenos is Captain Furion's (Stormtrooper CO) reaction when he got his orders.

"Emperor's Mercy, a Space Hulk?! Damn bug hunt all over again!"
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Jaevric »

Zinegata wrote:All I will comment regarding Xenos is Captain Furion's (Stormtrooper CO) reaction when he got his orders.

"Emperor's Mercy, a Space Hulk?! Damn bug hunt all over again!"
Uh.

Crap. Anyone packing a flamer? Please? Flamers are your friend, as long as you aren't the one wearing the backpack full of explosive fuel and they aren't pointing at you.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

Well at this point the ship itself isn't xenos, or dependant on xenos parts. I like the idea of my character having a secret fascination, so there will be xenos relics and trinkets in the ship. Your character wouldn't necessarily identify the small pieces throughout the ship, a Rogue Trader is after all free to trade and interact with xenos based on his own judgement.

As for Emperor fearing, absolutely, the Imperium strikes fear into many. Captain Bartholemue's level of devotion however is a matter of convenience. So far he's been a good liar.
Rogue Traders are expected to be eccentric, what qualifies as heresy is directly proportional to how usefull that particular trader happens to be. The Imperium is a massive, corrupt institution, I think that's what I like best about this setting :D

I'm not sure about xenos loving, a dread fascination with the forbidden perhaps :lol: and the superiority complex that will have come with staging a succefull coup.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

I just realized the micommunication there. Xenophile is a character back ground option which I have taken, Xenophilious is a ship Past History.

For Ship Traits, what would everyone think of
Ancient and Wise -4 Hull but +10 to all maneuver actions. Wrothfull is only usefull during a fight we know we're in
and,
Reliquary of Mars, -20 to repair tests, but gain a piece of archeotech no reason other than it's cool, and if we downgrade our Prow mounted lances to a 1 SP set of macrocannons we can start with a Teleportarium. Techpriests of Mars think it's holy 8)

My character's back ground as a pirate would be enhanced by this, I also think it would be really cool to have some members of the crew, myself included, that have been on this ship for generations. We take care of her and she takes care of us :D
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Jaevric »

Well, from an In-Character standpoint I'd be all for "Reliquary of Mars," and it would certainly justify my character taking some of the options I did (good-quality MIU, high archaeotech knowledge) -- I'd have to have a pretty good reputation in the Adeptus Mechanicus to land a posting on this ship, after all. I'm not sure how well "Reliquary of Mars" goes with "I'm a pirate!" though. I would think the Adeptus Mechanicus would have at least attempted to take steps to prevent such a valuable piece of archaeotech from having its spirit dishonored in such a manner.

From an OOC standpoint, I'm not familiar enough with ship rules to really comment effectively. -20 to repair tests sounds like a major "Ouch!" but if our repair skills are high enough we can work around that. I really question the combination of "Ancient and Wise" and "Reliquary of Mars" from a practical standpoint because it sounds like the ship is going to be 1) easy to damage and 2) hard to repair. This strikes me as a bad combination.

*EDIT*

I mean, if you're using it for piracy against ships of the Imperium. If you're using it for piracy against the Tau or other xenos scum, it's not piracy, it's privateering/raids against the enemies of the Omnissiah, and that's all good as long as you don't get the ship shot up too badly in the process.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Kheitain »

I would think predominantly I would have been raiding enemies of the Imperium, if there happened to be easy pickings on a lesser trade vessel it may well have been too tempting, especially when I can teleport direct to their bridge.
Jaevric wrote: I really question the combination of "Ancient and Wise" and "Reliquary of Mars" from a practical standpoint because it sounds like the ship is going to be 1) easy to damage and 2) hard to repair. This strikes me as a bad combination.
duly noted, I had selected the two options thinking about fluff, didn't even clue into the obvious double=whammy :P

what if we went
Resolute: -1 speed but +3 hull points and +10 to all repair tests
this would help to counter the -20 from Reliquary of Mars, and still be interesting. I understand what Pirates are supposed to be fast, probably cruising in Raiders but a big solid ship with a Teleportarium makes for decent raiding abilities. We can still chase down merchant vessels, and Raiders are unlikely to even try.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Norade »

Reliquary of Mars and Stoic wouldn't be a bad option. With a Combat bridge we'd only be at -10 to repair and we'd shrug off 30% of the damage we would take anyway.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Soontir C'boath »

Ok, I'm finally getting around to making my Storm Trooper and I noticed in the career for Guardsman, Storm Trooper is already there at rank 8 (first time playing Guardsman). Do I still have to take into account the transition package?
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

Ok, I'm finally getting around to making my Storm Trooper and I noticed in the career for Guardsman, Storm Trooper is already there at rank 8 (first time playing Guardsman). Do I still have to take into account the transition package?
No, they just use the same name twice. It doesn't matter.
If you want an explanation, Inquisition Storm Troopers get additional training.

On another note, it would probably be nice if you focuss on infiltration and commando tactics. We are currently lacking in that department and Strom Troopers are good at it.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?

Post by Serafina »

As for ship traits, i am in favor of "Wrothful" and "Wrested from a Space Hulk".
Neither takes up any ship points or carries (IMO) a severe disadvantage. And most importantly, both provide a speed bonus - that's the one thing you can not acquire in any other way (except archeotech-drives). Speed is quite important - else, many opponents will be able to run from us our outmaneuver us. And if we ever meet a larger opponent, we can do the same to him.

Stoic is not as well, but damage to components is not the only danger - we still take normal damage. However, a reduction in profit factor is an ENORMOUS disadvantage - that is a reduction between 50% and 20% for most endeavours!
Personally, i am not willing to take that disadvantage.

Resolute sucks due to it's speed reduction. 3 hull points are not worth that much, and the +10 repair is valuable but not worth reducing something we can not compensate!

Reliquary of Mars carries a severe disadvantage - a permanent -20 repair. Starting with a teleportarium is nice, but it also prevents us from starting with fully equipped weapons. And we can get it later on - with the advantage of another trait and without the disadvantage of "Reliquary of Mars".

As for the interest of our techpriest in the ship - a ship taken from a Space Hulk already contains ancient technology. That is enough reason to be interested in it IMO. That is a good fluff-reason to take it.
Good alternatives to "Wrothful" are
Martial Hubris - good in combat due to +5 to hit, but bad if we have to run away due to a -15 pilot modification for that.
Adventurous - carries no real disadvantage (since Endeavors are what matters) and +10 Detection will make us very good at detecting things (duh^^).
Ancient and Wise - a few hull points less don't hurt much (it's only a reduction of about 7% in the ships "wounds", not it's armor etc.) and +10 to maneuvers is again very useful to play the strengths of a light cruiser - maneuverability and speed. Also, the loss in hull points is more than compensated by the higher armor we get from the "Wrested from a Space Hulk"
However, i still prefer Wrothful the most with Ancient and Wise being on a second place.

Wrested from a Space Hulk and Wrothful are a positive double-whammy - it makes us as fast as most raiders and frigates! Given that we are also tougher due to it AND carry more weapons than them, we can easily prey on such enemies - the task light cruisers were made for.
Also, their disadvantages do not stack.
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