Warhammer 40K PnP RPGs - Anyone Interested?
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- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Do remember that it isn't your ship. I know for a fact that Kheitain wants to have some Archeotech aboard his ship and taking Stoic to go with it means that we don't need to make so many repair tests to get systems back online. Also remember that with a Teleportarium we can pretty much get auto critical hits on an enemy vessel within 5 VU's as well as giving the GM a lot more options in planning encounters and that we can also use it to give ourselves options.
Our being under armed doesn't matter so much, nor does our speed if we decided to go with port and starboard Sunsear batteries and try to stay at 45o to most enemies. Even a Hazeroth will still take a while to get out of weapons range if we push to flank speed and give chase.
I honestly feel like you think this is your game just because you wanted to play our Inquisitor and that doesn't sit well with me. Remember you're an important PC, but you can be shoved out an airlock by a riled up ship's crew just as easy as anybody else.
On a different note, Zingata, would you mind if I traded out Pilot (Military Vehicle), Trade (Mercantile), and one of my Logic upgrades on my character to get my Pilot (Spacecraft) up to +20. I was chatting with Kheitain and I'm thinking that I might have served as part of his crew for a fairly long term after I finished my testing aboard the black ships. Being Voidborn I start with Pilot (Spacecraft) as a basic skill so it isn't too large a stretch to think I could get skilled enough to helm a ship.
Our being under armed doesn't matter so much, nor does our speed if we decided to go with port and starboard Sunsear batteries and try to stay at 45o to most enemies. Even a Hazeroth will still take a while to get out of weapons range if we push to flank speed and give chase.
I honestly feel like you think this is your game just because you wanted to play our Inquisitor and that doesn't sit well with me. Remember you're an important PC, but you can be shoved out an airlock by a riled up ship's crew just as easy as anybody else.
On a different note, Zingata, would you mind if I traded out Pilot (Military Vehicle), Trade (Mercantile), and one of my Logic upgrades on my character to get my Pilot (Spacecraft) up to +20. I was chatting with Kheitain and I'm thinking that I might have served as part of his crew for a fairly long term after I finished my testing aboard the black ships. Being Voidborn I start with Pilot (Spacecraft) as a basic skill so it isn't too large a stretch to think I could get skilled enough to helm a ship.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Eh, i am just making suggestions.
The choices he wants to make seem pretty bad from a gameplay-perspective to me, and the ship is important for the whole team. And especially Stoic is negative for the whole team, since it costs Profit Factor! And not just once, but for every goal we achieve. Stoic is the single worst choice available.
Also, no range available will be of much use if the enemy can run away while we are not in range yet.
Also, the available lances only have a range of 6 - but ranges are the main damage dealers against serious combat ships, since they ignore armor. A single hit from a macrobattery barely does damage, only combined hits work well. But we can only bring two weapons to bear on a single target, combining lance and macro-weapon is generally just the best choice.
The choices he wants to make seem pretty bad from a gameplay-perspective to me, and the ship is important for the whole team. And especially Stoic is negative for the whole team, since it costs Profit Factor! And not just once, but for every goal we achieve. Stoic is the single worst choice available.
Also, no range available will be of much use if the enemy can run away while we are not in range yet.
Also, the available lances only have a range of 6 - but ranges are the main damage dealers against serious combat ships, since they ignore armor. A single hit from a macrobattery barely does damage, only combined hits work well. But we can only bring two weapons to bear on a single target, combining lance and macro-weapon is generally just the best choice.
SoS:NBA GALE Force
"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
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Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
"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
Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
- Soontir C'boath
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Ok another question. Do I take into the account the starting skills and talents when spending my 13k experience? Say I choose in my starting skills Drive (Ground Vehicle) and I want to get +10, do I just pay the same cost or do I still have to double it?
Oh and what about the gear/wealth we start with?
Oh and what about the gear/wealth we start with?
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Acceptable.Norade wrote:On a different note, Zingata, would you mind if I traded out Pilot (Military Vehicle), Trade (Mercantile), and one of my Logic upgrades on my character to get my Pilot (Spacecraft) up to +20. I was chatting with Kheitain and I'm thinking that I might have served as part of his crew for a fairly long term after I finished my testing aboard the black ships. Being Voidborn I start with Pilot (Spacecraft) as a basic skill so it isn't too large a stretch to think I could get skilled enough to helm a ship.
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
I understand your concerns, but honestly I'm not really in this to min/max my character or our ship. I understand that you're just saying that we should be mechanically sound, but really who cares? The DM will generally give us threats we can face, and if we find some things we'd like to catch are slipping out of our grasp that gives us incentive to find some archeotech engines for our ship.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
To be fair though, I do agree that that archeotech's repair hit hurts a lot. But yes, having a transporter room makes this DM very happy with regards to the possible encounters. I'm more partial to Resolute rather than Stoic as a way to mitigate the repair damage if that's what you're gunning for (I kinda agree Stoic isn't very good).
A Resolute/Archeotech ship is also much more likely to employ "board the enemy ship" option as opposed to "sink them with torpedoes!". So you might be able to haul in more prizes .
A Resolute/Archeotech ship is also much more likely to employ "board the enemy ship" option as opposed to "sink them with torpedoes!". So you might be able to haul in more prizes .
Your starting skills and talents don't cost XP. You either start with Ascension standard kit, OR a Rogue Trader standard kit except you take 2 free acquisitions instead of one.Soontir C'boath wrote:Ok another question. Do I take into the account the starting skills and talents when spending my 13k experience? Say I choose in my starting skills Drive (Ground Vehicle) and I want to get +10, do I just pay the same cost or do I still have to double it?
Oh and what about the gear/wealth we start with?
- Soontir C'boath
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Ahhh, so I don't take the gear from starting guardsman. Ok, ok.
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Hey, seen a friend Rping here and figured I would jump in.
I thinkin of using the Assault Marine Template So long as their are not a few already.
I thinkin of using the Assault Marine Template So long as their are not a few already.
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
I updated my character a bit and here are what should be his final stats:
Character Name: Attilas Eichmann
Homeworld: Rogue Trader Vessel (Royal Fortune)
Career: Primaris Psyker
Sanctioning Effects: Optical Rupture
Transition Package: Judged by Your Peers
Divination: “The only fear is dying duty undone.”
Sex: Male - Age: 30 - Quirk: Bald
Height: 1.65m - Weight: 55kg
Build: Stunted - Skin: Porcelain
Hair: Blond - Eyes: Camera Lenses, originally Aqua Blue
Experience Earned: 13,500exp
Experience Spent: 13,450exp
Stats:
WS: 30 - BS: 40 - S: 30 - T: 40 - Ag: 45 - Int: 40 - Per: 40 - Will: 70 - Fel: 20
Wounds: 19
Fate Points: 3
Insanity: 0
Corruption: 0
Weapons:
-Best Quality Power Sword
-Hellpistol
Ammunition:
-4 Hellpistol Clips
Armor:
-Best Quality Flak Armor
-Voidsuit (Selenite Pattern)*
Cybernetics:
-Augmented Cybernetic Eyes*
Other Gear:
Psyfocus, Badge of Office, Micro Bead, Ship Board Emergency Kit, Charm, Model Spaceship, Chrono, Dataslate, Combi-tool, & Writing Kit
*Items marked are purchased using the free starting acquisitions.
Wealth/Influence: 40/40
Ascended Traits:
-Scholastic Psykana Failsafes
-Psychic Soldier
Skills:
Common Lore, Technology +20 [Int], Evaluate +10 [Per], Forbidden Lore, Inquisition +10 [Int], Forbidden Lore, Psykers +20 [Int], Invocation [WP], Literacy [Int], Logic +20 [Int], Navigation, Stellar [Int], Pilot, Spacecraft +20 [Ag], Psyniscience [Per], Scholastic Lore, Tactica Imperialis +10 [Int], Scrutiny +20 [Per], Secret Tongue, Military Jargon [Int], Speak Language, High Gothic [Int], Speak Language, Low Gothic [Int], Tech-use +10 [Int]
Characteristic/Wound/Psyrating Advances:
Psy Rating 6 (1,200exp), Sound Constitution x6 (600exp), Ballistic Skill x2 (750exp), Strength (250exp), Toughness x3 (1,500exp), Agility (500exp), Intelligence x2 (350exp), Will Power x4 (1,600exp), Perception x2 (350exp)
Skill/Talent Advances:
Armor of Contempt (100exp), Common Lore, Technology +20 (300exp), Corpus Conversion (100exp), Crack Shot (100exp), Dark Soul (200exp), Deadeye Shot (100exp), Die Hard (100exp), Evaluate +10 (200exp), Favored by the Warp (200exp), Fearless (100exp), Forbidden Lore, Inquisition +10 (400exp), Forbidden Lore, Psykers +20 (300exp), Foresight (100exp), Inquiry +20 (300exp), Invocation +10 (400exp), Iron Jaw (100exp), Jaded (100exp), Logic +10 (300exp), Logis Implant (100exp), Meditation (100exp), Mental Fortress (100exp), Nerves of Steel (100exp), Power Well x4 (800exp), Resistance, Psychic Powers (100exp), Scrutiny +20 (300exp), Scholastic Lore, Tactica Imperialis +10 (200exp), Secret Tongue, Military +20 (300exp), Speak Language, High Gothic (100exp), Strong Minded (100exp), Tech Use +10 (200exp), Total Recall (100exp)
School requires more work than I remember it taking...
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
My buddy Tyreal is also going to join, his post is just in Moderator limbo ATM.
He's going to be playing as Brother Tyreal the Assault Marine. His starting acquisitions are going to be a daemonhammer, replacing his powerfist, and a storm bolter replacing his bolt pistol. The chapter he wants to play is Black Templars, but he's going to be playing the sample assault marine and just reflavoring it.
He's going to be playing as Brother Tyreal the Assault Marine. His starting acquisitions are going to be a daemonhammer, replacing his powerfist, and a storm bolter replacing his bolt pistol. The chapter he wants to play is Black Templars, but he's going to be playing the sample assault marine and just reflavoring it.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Resolute and Reliquary of Mars would be my favourite so far I don't think that the speed reduction is that much of a disadvantage with this class of ship. We are still faster than a cruiser, battleship or merchant vessel. The only things capable of outrunning us are Raiders and the occasional frigate.
The idea of being a privateer is to loot and if you're extremely lucky, capture an enemy vessel, not blow your potential profits into a million pieces. Having a Macrocannon on the prow would help is bombard and intimidate an enemy vessel without outright destroying it. of course should we have to defend ourselves a broadside and the potential for a crack team appearing on their bridge should remedy the situation.
It would be nice to go faster but I think the Teleportarium is worth losing a little mechanical strength, it adds a lot of character to the ship and roleplaying opportunities for most of the party. It also meets Serafina halfway as there is no more xenos tech as part of the ship. Any xenophilic tendencies of the ships captain are presently unknown to the imperium so it will make for some decent roleplaying if our Lady Inquisitor wants investigate me for heresy in between our primary missions and turn me in at a later date. She'll have to tread lightly during the investigation, so the main plot itself won't get disturbed. I'm sure even a fanatic inquisitor understands the necessity of playing it cool when she's surrounded by 65 000 sympathetic crewmen and women.
I have nothing against a good inter-party conflict of methods, good roleplaying is fun regardless and if in the end it means my character gets burned as a heretic it'll be a damn good story.
The idea of being a privateer is to loot and if you're extremely lucky, capture an enemy vessel, not blow your potential profits into a million pieces. Having a Macrocannon on the prow would help is bombard and intimidate an enemy vessel without outright destroying it. of course should we have to defend ourselves a broadside and the potential for a crack team appearing on their bridge should remedy the situation.
It would be nice to go faster but I think the Teleportarium is worth losing a little mechanical strength, it adds a lot of character to the ship and roleplaying opportunities for most of the party. It also meets Serafina halfway as there is no more xenos tech as part of the ship. Any xenophilic tendencies of the ships captain are presently unknown to the imperium so it will make for some decent roleplaying if our Lady Inquisitor wants investigate me for heresy in between our primary missions and turn me in at a later date. She'll have to tread lightly during the investigation, so the main plot itself won't get disturbed. I'm sure even a fanatic inquisitor understands the necessity of playing it cool when she's surrounded by 65 000 sympathetic crewmen and women.
I have nothing against a good inter-party conflict of methods, good roleplaying is fun regardless and if in the end it means my character gets burned as a heretic it'll be a damn good story.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Well, just remember it's an Inquisition Storm Trooper company that you're travelling with. They don't like threats to their bosses either
That being said, the Space Hulk missions will be part of a mini-campaign so I can evaluate how the party interacts. After the campaign, I might change/tweak the rules a bit. In fact, given the number of players it might even be possible to split the group into two, but we'll see.
BTW, game will be in Nightstar Network. IRC channel is "Valhalla". I'm usually there if you want to ask questions via chat.
That being said, the Space Hulk missions will be part of a mini-campaign so I can evaluate how the party interacts. After the campaign, I might change/tweak the rules a bit. In fact, given the number of players it might even be possible to split the group into two, but we'll see.
BTW, game will be in Nightstar Network. IRC channel is "Valhalla". I'm usually there if you want to ask questions via chat.
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
For boarding actions, how does that work with a character that doesn't have command as a skill?
School requires more work than I remember it taking...
- Agent Sorchus
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
You be a space Marine?Norade wrote:For boarding actions, how does that work with a character that doesn't have command as a skill?
And yes I think it is Interesting that of the 3 DW we have Assault, Assault, Apothecary of which 2 Dark Angels and a Black Templar. The Templar should get along well with the Inquisitor, but I ain't to sure about us Dark Angels.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
- Soontir C'boath
- SG-14: Fuck the Medic!
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
All right, here's my character. I still have 750 EXP out of 13k to spend and the 500XP for Rank 9. Any suggestions on what weapon skills or switches I should do in this quest?
Name: Flavion Octus
Career: Guardsman/Storm Trooper
Home World: Imperial World
Divination: (30) +2 S
Wounds 10
Fate 2
Insanity 21
Mental Trauma: (110) Temporary severe phobia for 4 days.
Corruption 11
EXP left: 750
WS 45 10
BS 48 10
S 37 05
T 40 10
AG 40 10
INT40 15
PER35 10
WP 46 15
FEL30 15
WS Simple/Intermediate 350
BS Simple/Intermediate 350
Agility Simple 250
Starting Skills:
Speak Language (Low Gothic)
Skills
Awareness +20 300
Carouse +10 400
Chem Use +10 400
Ciphers (War Cant) +10 200
Climb +10 400
Command +10 200
Concealment 200
Deceive 300
Disguise 300
Dodge +20 600
Drive (Ground Vehicle) +20 200
Literacy +10 400
Medicae +10 400
Navigation (Surface) +20 300
Pilot (Military Craft) +20 300
Scrutiny 200
Search 200
Security +10 400
Shadowing 300
Silent Move +10 400
Survival +20 300
Tracking 300
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic weapon training (primitive)
Talents
Combat Master 100
Deadeye Shot 100
Die Hard 100
Furious Assault 100
Hardy 200
Heighten Senses (Hearing) 200
Heighten Senses (Sight) 200
Heighten Senses (Smell) 200
Iron Jaw 200
Swift Attack 200
Lightning Attack 300
Nerves of Steel (200)
Resistant (Psychic Powers) 300
Sound Constitution (9) 900
Strong Minded (100)
Talented (Chem-use) 200
Talented (Deceive) 100
Talented (Disguise) 100
Talented (Shadowing) 200
Talented (Tracking) 100
Total Recall 100
True Grit 100
Unshakeable faith 100
Gear:
Good-craftmanship Storm Trooper carapace armour
Good-craftmanship Hellgun
Good-craftmanship hellpistol
3 Frag Grenades
3 Krak Grenades
Badge of Office
Imperial Infantryman's Uplifting Primer (Calixis Edition)
Traits:
Blessed Ignorance: -5 on Forbidden Lore (int) tests
Hagiography: Common Lore (Imperial Creed, Imperium, War) are basic skills
Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are basic skills
Superior Origins: +3 Willpower
Ascended Traits:
Special Operations Training: Hellguns gain Tearing / Carapace Armour does not count towards weight
Specialist Recon +10 Concealment/Silent Move +2 Initiative
Name: Flavion Octus
Career: Guardsman/Storm Trooper
Home World: Imperial World
Divination: (30) +2 S
Wounds 10
Fate 2
Insanity 21
Mental Trauma: (110) Temporary severe phobia for 4 days.
Corruption 11
EXP left: 750
WS 45 10
BS 48 10
S 37 05
T 40 10
AG 40 10
INT40 15
PER35 10
WP 46 15
FEL30 15
WS Simple/Intermediate 350
BS Simple/Intermediate 350
Agility Simple 250
Starting Skills:
Speak Language (Low Gothic)
Skills
Awareness +20 300
Carouse +10 400
Chem Use +10 400
Ciphers (War Cant) +10 200
Climb +10 400
Command +10 200
Concealment 200
Deceive 300
Disguise 300
Dodge +20 600
Drive (Ground Vehicle) +20 200
Literacy +10 400
Medicae +10 400
Navigation (Surface) +20 300
Pilot (Military Craft) +20 300
Scrutiny 200
Search 200
Security +10 400
Shadowing 300
Silent Move +10 400
Survival +20 300
Tracking 300
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Las)
Basic Weapons Training (Las)
Basic weapon training (primitive)
Talents
Combat Master 100
Deadeye Shot 100
Die Hard 100
Furious Assault 100
Hardy 200
Heighten Senses (Hearing) 200
Heighten Senses (Sight) 200
Heighten Senses (Smell) 200
Iron Jaw 200
Swift Attack 200
Lightning Attack 300
Nerves of Steel (200)
Resistant (Psychic Powers) 300
Sound Constitution (9) 900
Strong Minded (100)
Talented (Chem-use) 200
Talented (Deceive) 100
Talented (Disguise) 100
Talented (Shadowing) 200
Talented (Tracking) 100
Total Recall 100
True Grit 100
Unshakeable faith 100
Gear:
Good-craftmanship Storm Trooper carapace armour
Good-craftmanship Hellgun
Good-craftmanship hellpistol
3 Frag Grenades
3 Krak Grenades
Badge of Office
Imperial Infantryman's Uplifting Primer (Calixis Edition)
Traits:
Blessed Ignorance: -5 on Forbidden Lore (int) tests
Hagiography: Common Lore (Imperial Creed, Imperium, War) are basic skills
Liturgical Familiarity: Literacy (Int) and Speak Language (High Gothic) (Int) are basic skills
Superior Origins: +3 Willpower
Ascended Traits:
Special Operations Training: Hellguns gain Tearing / Carapace Armour does not count towards weight
Specialist Recon +10 Concealment/Silent Move +2 Initiative
I have almost reached the regrettable conclusion that the Negro's great stumbling block in his stride toward freedom is not the White Citizen's Counciler or the Ku Klux Klanner, but the white moderate, who is more devoted to "order" than to justice; who constantly says: "I agree with you in the goal you seek, but I cannot agree with your methods of direct action"; who paternalistically believes he can set the timetable for another man's freedom; who lives by a mythical concept of time and who constantly advises the Negro to wait for a "more convenient season."
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
No, BT's hate inquisitors as bad as they hate witches.Agent Sorchus wrote:You be a space Marine?Norade wrote:For boarding actions, how does that work with a character that doesn't have command as a skill?
And yes I think it is Interesting that of the 3 DW we have Assault, Assault, Apothecary of which 2 Dark Angels and a Black Templar. The Templar should get along well with the Inquisitor, but I ain't to sure about us Dark Angels.
Soontir, you should get some extra wounds. 10 wounds is nothing.
School requires more work than I remember it taking...
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Re: Boarding Action: Command skills? You won't need that when you're using swords to hack the enemy Captain limb from limb .
Also, regarding Chapters...
Both Black Templars and Dark Angels have dirty secrets they prefer to keep from the Inquisition. The former are seriously, seriously breaking the thousand-man manpower cap for a Space Marine Chapter, and the latter have the whole Primarch's dirty secrets things.
That being said, again, please try not to shoot each other. The Galaxy is dangerous enough
Also, regarding Chapters...
Both Black Templars and Dark Angels have dirty secrets they prefer to keep from the Inquisition. The former are seriously, seriously breaking the thousand-man manpower cap for a Space Marine Chapter, and the latter have the whole Primarch's dirty secrets things.
That being said, again, please try not to shoot each other. The Galaxy is dangerous enough
- Agent Sorchus
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Thats right they do hate psychics no matter who. I just remembered that they like Soritas because of a similar Ideology. That is going to make the party dynamic really interesting. Rouge trader who has a penchant for the Xenos. Death watch Marines who have pledged to hunt down the Xenos, but come from chapters that would have no great love for the Inquisitor. And a Puritan witch hunter of exceptional faith and no love for those that might turn there back on the Emperor, who I am guessing has something of a controlling personality. I would hate to be caught in the middle.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Sororitas aren't necessarily anti-Pskyer, but they are faith-based as opposed to psyker-based.
Also, Space Marines are generally encouraged to leave their Chapter loyalties behind while they serve under the Death Watch. Rather, it's seen as a high honor and an acknowledgement of the Marine's awesome skill.
Space Wolves for instance don't exactly have a great record with the Inquisition either, but Space Wolves are one of the default chapters.
Also, Space Marines are generally encouraged to leave their Chapter loyalties behind while they serve under the Death Watch. Rather, it's seen as a high honor and an acknowledgement of the Marine's awesome skill.
Space Wolves for instance don't exactly have a great record with the Inquisition either, but Space Wolves are one of the default chapters.
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Well, I guess I just need to conceal my psychic nature from Brother Tyreal. Shouldn't be too hard.
School requires more work than I remember it taking...
- Norade
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Re: Warhammer 40K PnP RPGs - Anyone Interested?
Actually, I'm just going to say that instead of being taken by the black ships I was deemed pure by the Grey Knights but was deemed unsuitable for their ranks due to reasons other than purity. The only psykers that a Black Templar will work with are Grey Knights so I figured that would best allow me to get along as well as possible with everybody on the ship.
School requires more work than I remember it taking...
- Agent Sorchus
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- Joined: 2008-08-16 09:01pm
Re: Warhammer 40K PnP RPGs - Anyone Interested?
I wouldn't totally worry about it, He is in Death Watch now. Besides, despite not liking psychers Black Templars will still work with them if it is absolutely, totally necessary. And hey it is the 13 Black Crusade, not exactly a time for people to be too picky about these things.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
Re: Warhammer 40K PnP RPGs - Anyone Interested?
No doubt party tensions will be high. Provided we have players that are mature enough to not take it personally it should make for some really good roleplaying I'll do my best not to accidentally eject our resident Inquisitor into the voidZinegata wrote: That being said, again, please try not to shoot each other. The Galaxy is dangerous enough
Sorchus, we're not all necessarily in Death Watch, from what Norade, Tyrel and myself have discussed so far they would be part of my crew. I can't imagine that I would automatically be inducted into deathwatch for the sake of the mission, we're still privateers.
Walking isn't a lost art - one must, by some means, get to the garage. ~Evan Esar
- Agent Sorchus
- Jedi Master
- Posts: 1143
- Joined: 2008-08-16 09:01pm
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Huh, that would be odd for a Black Templar to be serving with a Rouge Trader. Not impossible but just odd.
Edit: yesh I am only talking about the three Marines.
Edit: yesh I am only talking about the three Marines.
Last edited by Agent Sorchus on 2010-08-12 01:00am, edited 1 time in total.
the engines cannae take any more cap'n
warp 9 to shroomland ~Dalton
warp 9 to shroomland ~Dalton
Re: Warhammer 40K PnP RPGs - Anyone Interested?
Ergh, my intent is that all Space Marines in the campaign be Death Watch as it's a little hard to justify a Space Marine operating all alone away from his Chapter.
Please elaborate how you plan to have a Space Marine privateer.
Please elaborate how you plan to have a Space Marine privateer.