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Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:03 pm
by Aaron
Tyyr wrote:Dark Reign? A website?
Aye, it's a DH fansite with lots of fan made goodies on it:

http://www.darkreign40k.com/

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:05 pm
by Tyyr
Hmm, please don't be blocked at work! :shock:

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:14 pm
by Tyyr
Any ideas on starting XP levels?

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:16 pm
by Aaron
Not at the moment.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:19 pm
by Mikey
Probably low, to actually make a game of it. I had some ideas on background/setting, but it will have to wait until I get to a computer.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:22 pm
by Tyyr
I wasn't expecting like 10,000 or anything. Even 2k would be a boost up the ladder a ways.

Ohhhh, they've got a Sister of Silence career path. Why yes I would like to download that.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 12:53 pm
by Mikey
Why wouldn't we start at 0 XP?

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 1:19 pm
by Tyyr
Cpl Kendall wrote:
Lighthawk wrote:3) Can we start at a higher level perhaps?
Yup.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 1:25 pm
by Mikey
Tyyr wrote:
Cpl Kendall wrote:
Lighthawk wrote:3) Can we start at a higher level perhaps?
Yup.
I read that. My question wasn't "Can we," it was "Why?"

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 1:28 pm
by Tyyr
Why not?

We've been slogging through the low levels with our Inquisition characters. Why not start off a bit higher this next time? Some somewhat experienced guardsmen instead of blank recruits.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 1:33 pm
by Mikey
Anyhoo, I thought that a decent scenario would be after a particularly rough campaign for the Chem Dogs, with only a fragment of the regiment left intact. The traditional company and squad structure would have been abandoned for the sake of survival - thus, different types of guardsmen/specialists would be thrown together. It would explain/make available the commissar, the arbites (a judge overseeing the punishment of the convicts,) ogryns (they'll seek out and just about worship a commissar,) regular grunts, support weapon troops, rough riders, and special weapons troops (snipers or somesuch.)

The Lexicanum entry mentions that typical support weapons for the Chem Dogs are flamers and heavy bolters - obviously things like heavy bolters wouldn't be available at the start, but that's easily explained by them being lost due to the pasting the regiment took. An ongoing theme would probably be trying to steal/salvage/kill someone then steal kit.

Would rough riders be animal-mounted, or would they be on bikes?
Tyyr wrote:Why not?

We've been slogging through the low levels with our Inquisition characters. Why not start off a bit higher this next time? Some somewhat experienced guardsmen instead of blank recruits.
IDK, it just seems like we're cutting ourselves out of part of the game. I won't make a stink if that's the consensus, though.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 2:25 pm
by Aaron
Mikey wrote:Anyhoo, I thought that a decent scenario would be after a particularly rough campaign for the Chem Dogs, with only a fragment of the regiment left intact. The traditional company and squad structure would have been abandoned for the sake of survival - thus, different types of guardsmen/specialists would be thrown together. It would explain/make available the commissar, the arbites (a judge overseeing the punishment of the convicts,) ogryns (they'll seek out and just about worship a commissar,) regular grunts, support weapon troops, rough riders, and special weapons troops (snipers or somesuch.)

The Lexicanum entry mentions that typical support weapons for the Chem Dogs are flamers and heavy bolters - obviously things like heavy bolters wouldn't be available at the start, but that's easily explained by them being lost due to the pasting the regiment took. An ongoing theme would probably be trying to steal/salvage/kill someone then steal kit.

Would rough riders be animal-mounted, or would they be on bikes?
I'm leaning towards bikes but animals would be easier to look after. Animals would also limit the amount of tech use required.
IDK, it just seems like we're cutting ourselves out of part of the game. I won't make a stink if that's the consensus, though.
Well I intend to start at a level where we can get a character in with Tech-Use, otherwise things will go pear shaped at some point cause nothing can get fixed. So for me thats the concern, various careers get it at various points.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 3:16 pm
by Mikey
Mmm. I guess someone should have chem-use, too.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 5:28 pm
by Deepcrush
I wouldn't mind a thousand Xp to start with. That would let us build some really neat characters to start with but its not an overkill kind of deal.

Re: Dark Heresy: Thinking Ahead

Posted: Sat Oct 03, 2009 7:22 pm
by Tyyr
Hmm, a trashed remnant of the Chem-Dogs? Would make it a hell of a trick to not get a Commissar shot in the back immediately.