Dark Heresy: OOC Discussion/Dice Rolls...etc.

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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Lighthawk »

Cpl Kendall wrote:You guys, or rather the crew will do what their told. If someone needs to pose as an actual Captain, one of the Void Borns can cram himself in a suit. The ships er...first mate will handle the day to day running of it.
You do realize, this is the same group of people who needed a multi-page debate over the best way to drive a half-track down a dirt road. You really want to put us in charge of a ship? :lol:
Replacements yes, new ones may not be the same quality that you get from Mars.
Well I doubt many places have anything near as nice as what Mars puts out. Still, if I should come across or purchase an implant or artificial limb/organ, I could get it installed on the ship?
PD weapons mainly, the standard for a merchant ship. Two concealed torpedo tubes in the bow, along with two Naval Lances amidships. So no Exterminatus but enough to fry a small settlement.
So we're armed enough to take someone by surprise or to hold them off so we can run.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Aaron »

Lighthawk wrote: Well I doubt many places have anything near as nice as what Mars puts out. Still, if I should come across or purchase an implant or artificial limb/organ, I could get it installed on the ship?
Yup.

So we're armed enough to take someone by surprise or to hold them off so we can run.
Yes.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Tyyr »

Cpl Kendall wrote:Just to put a face to the name. The Totondi:


http://img.photobucket.com/albums/v220/ ... 850ae9.png
Ya know, I'm kinda surprised a freighter follows the IN's "flying cathedral" styling.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Aaron »

That's from the Rogue Trader art (planning on picking that up soon) and most of what I've seen of the civvie ships tend to follow it. Even the Ad Mech to a degree.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Tyyr »

Ah well, its consistent. Can't argue with that too much.

Which brings up a point I've been wondering about. Most of the source material seems to suggest that Warp travel is incredibly dangerous and that arriving months, years, decades, even centuries after or even before you meant to get somewhere. That ships get lost, becalmed, or just warped all the time.

Then you get to the fiction where travel is treated as nearly routine. Freighters, passenger ships, etc. all seem to have no trouble arriving where they plan to and on time.

The fiction makes more sense to me, it'd be damn near impossible to have an even marginally working trade system or empire if your only method of travel was that buggy. To me is seems like the source books just take the rare <1% instances and blow them out of proportion.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Sionnach Glic »

The Imperium is a vast place, and technology varies wildly from one side to the other. It's quite possible that in one end of the Imperium, Warp travel is dangerous and rarely used, while on the other it's a good deal safer (better Gellar fields/Navigators?) and thus more common.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Mikey »

I'd guess that warp travel within the IoM is relatively routine, with accidents and time issues being exaggerrated for effect; of course, more problems are prone to crop up when travelling near the Eye of Terror or the Maelstrom.
Sionnach Glic wrote:It's quite possible that in one end of the Imperium, Warp travel is dangerous and rarely used, while on the other it's a good deal safer (better Gellar fields/Navigators?) and thus more common.
I don't know if the technology is different or Navigators are more skilled in one area than another, but it is true that the Astronomican has a finite range.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Deepcrush »

Since I'm going with "no one told Enrick" about the meeting and everything else. He's just kinda resting. Feel free to either come get him, send for him or just vox him where to go.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Mikey »

Deepcrush wrote:Since I'm going with "no one told Enrick" about the meeting and everything else. He's just kinda resting. Feel free to either come get him, send for him or just vox him where to go.
You can write yourself in - that's what everyone else did.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Deepcrush »

Yeah, but I like the lazy thing. Six months without anything to do. I'd picture him just getting out of touch.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Mikey »

Deepcrush wrote:Yeah, but I like the lazy thing. Six months without anything to do. I'd picture him just getting out of touch.
That's cool. We'll just get you before the shuttle leaves, and tell you that sooner or later there will be things that need killing.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Deepcrush »

I think that works for him. It will also give me time to get myself running on the Survival RP without falling behind.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Aaron »

So what are you guys discussing? I'm a little confused, you want to plant someone to apprehend correct?

Arl will do it of course (he's leaving the mission in your hands anyways), just be cognisant of the fact that he is literally half machine and his face looks like a burned hot dog.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Mikey »

That's what we had been discussing... TBH, I'm not sure I understand Tyyr's alternate proposal. Milo looks more like an arbites than anything, but I'd do it too.
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Re: Dark Heresy: OOC Discussion/Dice Rolls...etc.

Post by Tyyr »

Well when you're in your armor yes. Dump the armor and wear regular clothes and you'd fit in.

The proposal is a little complicated but here's the idea.

1) A group of us infiltrates the port. Start to feel things out, search for leads, in general start to worm their way into the underbelly of things. Once they find a group that looks like they might be part of the plot we're hunting down they signal Phebia.

2) Phebia comes in like the wrath of the Emperor and starts to hound the Port Master and local authorities. She pushes the Port Master for EVERY record he has on ships that have come through in the last three years. She pushes the local cops about looking for some kind of renegade, maybe say that the group that infiltrated is wanted for helping a rogue psyker escape the Sisters.

3) We covertly arrange for Phebia to run across the group and spots the infiltrators. A spirited chase ensues. At that point either we have her catch one of the infiltrators and take shots at the rest or just have everyone get away. Either way it should help to cement the infiltrators as a bunch of people genuinely on the run and make it easier to work their way into the good graces of any one we're interested in finding.

The heat is turned up a little bit but Phebia isn't looking for xenos infiltrators, she's hunting for psyker smugglers. She's banging around and making noise but we let it out she's on the hunt for psyker smugglers. Just an ugly coincidence is all. As for how we do it with one ship, well I've got some ideas. Mostly they revolve around various ways to shuttle in the infiltrators before the Toro...whatever shows up.
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