|
|
|
#10 |
|
Join Date: Dec 2008
|
Warhammer 40k includes man-portable laser weaponry with absurdly compact power supplies, dreadnoughts a kilometer long, personal force fields and armor-piercing force swords, plasma weaponry, gyrojets with 95% reliable impact fusing, and psitech of every description. It's not TL9.
The setting, thanks to being a very large imperium, is quite schizotech - a single world could be TL5, TL6, TL7, TL8, TL9, or even TL10 or 11, if it's one of the core worlds that still has a lot of technology kicking around. Many other things are lostech - or they only have one world that is able to manufacture them. So some worlds are TL5+3, others are TL9+2 in one area... That being said, it is possible to break things down. Most planetary defense forces operate at TL8 or TL9 - with some really unlucky ones as low as TL6. PDF tech level depends on the planetary tech level, pretty much. The Imperial Guard is solidly TL10, even within it's own logistics train, and some lucky PDF units are as well. The Space Marines, high ranking officers, hero units, etc use TL11 bits of tech mooshed with TL10 stuff. In most cases, TL11 and TL12 stuff is lostech, so you'd better take care of it, since you're never going to get a replacement. </pointless interlude> As for the OP's question, you know what might be best? Start a game with the bare basics, let the players pick and choose anything in the book that they want as equipment (below a certain TL, anyway), and then page through the book. Stop on any random piece of technology. That piece of tech is now the mcguffin of the adventure. Go have the PCs find it on behalf of an interested party and fight over it. Build the setting tech through the PC's activities, introducing new pieces of equipment as you go.
__________________
"For practice is better than art. Your exercise does well without the art, but the art is not much good without the exercise." -Hanko Dobringer, 1389 |
|
|
|
| Tags |
| bio-tech, psi-tech, psionic powers, psionics, ultra-tech |
|
|