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#81 |
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Join Date: Oct 2007
Location: Kentucky, USA
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Hmm, I might need to re-read Kill Team. The Tau (to my memory) fell apart any time close combat came around, and I could have sworn it was because the humans could simply overpower them. Of course, that could be because of the Hero/mook effect.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#82 |
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Join Date: Oct 2009
Location: Sotra vest of Bergen in Norway.
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Probably :D
But I take the fluff more from Imperial Armor 3 The Taros? campaign, and the description of the Tau in the different mini's book when concerning them. But there are sadly very little fluff on them. I would give them an advantage modifier to ranged attacks, and disadvantage in CC, like reversed combat reflexes. |
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#83 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Regarding the Rogue Trader template; how do you handle the "Warrant of Trade" they have ? And shouldn't they have some level of "Legal Immunity", since they can do almost as they please (except for something that could been seen as a crime against the Emperor and/or the Empire itself).
I handled it as a Perk, but maybe it should be a limitation for "Legal Immunty" ?
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#84 | |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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#85 | |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Just out of pure curiosity (and I'm not very familiar with merchant rank); would there be separate merchant ranks for different guilds (or similar), so that anyone with the same merchant rank as a Rogue Trader wouldn't have the same benefits as they [Rogue Traders] have ? There must be some kind of limitation to the other merchant ranks or some kind of enhancements (not strictly GURPS speaking) on the Rogue's rank ?
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#86 |
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Join Date: Oct 2007
Location: Kentucky, USA
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I think the difference between a regular merchant and a rogue merchant is that a rogue merchant doesn't have to tell anyone where he is going, or ask permission to go/arrive there.
A regular merchant is a lot more like modern shipping, they have to file a plan, get it approved, and follow it. Or the arbites pay a visit and ask questions with shock batons.
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GURPS Fanzine The Path of Cunning is worth a read. |
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#87 | ||
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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#88 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Yeah sure, but I just think there ought to be some distinct line (in GURPS rule terms) between a Rogue Trader and a non-Rogue Trader (regarding what they are allowed to do).
__________________
- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#89 | |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. Last edited by PPoS; 03-18-2010 at 07:18 PM. |
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#90 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Many existing templates can be easily transformed into ones suitable for 40k with simple lenses. This one, for example, can be used to make most templates from the Action series into agents of the Inquisition.
Inquisitor's Acolyte 20 Points Advantages: Legal Enforcement Powers [10]; Legal Immunity [5]. Skills: One of Acting (A) IQ [2], Interrogation (A) IQ [2] or Research (A) IQ [2]. One of Criminology (A) IQ [2], Intimidation (A) Will [2] or Cryptography (H) IQ-1 [2]. One of Electronics Operation (Communications) (A) IQ-1 [1], Guns (Pistol or Shotgun) (E) DX or Occultism (A) IQ-1 [1]. Last edited by Sam Baughn; 03-19-2010 at 05:50 AM. |
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| Tags |
| conversion, magical styles, supersoldiers, warhammer 40k |
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