Latest Comments
In response to: Starships: Voidship classes
Comment from: tancred
Updated to comply with size/crew figures from Rogue Trader, the rating system, and much, much more!
01/28/14 @ 12:32
In response to: Vern on Warp travel
Comment from: tancred
Chaos vessels (relevant for Black Crusade): Works pretty much the same way. Many Chaos vessels will have a navigator-equivalent on board; a renegade Navigator, a Chaos Sorcerer or something possessed by a cooperative Daemon. For communication they rely on renegade Astropaths (rare), those ubiquitous sorcerers or (more rarely) daemonic envoys.
Basically same shit, different wrapping.
06/24/13 @ 12:08
In response to: Imperium: Imperial Astropathic Service
Comment from: castor

I can see that you need to remove that part of the fluff, be hard if we all can deamon dial in real time.
05/26/13 @ 19:07
In response to: Imperium: Imperial Astropathic Service
Comment from: tancred
The Forces of Chaos rarely employ astropaths directly, relying instead on certain (rare) sorcerous rituals and daemonic envoys when they must communicate quickly and over large distances.
So contrary to popular belief there is no easy ways for the lost and the damned to keep in touch, no chaotic instant messaging app.
05/26/13 @ 19:03
In response to: Complete rules draft 2.27
Comment from: tancred
Note to self: This is completely silly!
370 pages! Granted, some of it is images, but still...
122.735 words! That's a lot of words...
12/20/12 @ 15:22
In response to: Rules
Comment from: tancred
Major update out!
See post: http://www.twilightpeaks.net/blogs/index.php/DH/
12/20/12 @ 15:19
In response to: Rules
Comment from: tancred
So...I haven't had time to play much lately, but I've made an effort to actually complete the rules set. I just had this sudden urge to finish it; to complete a project rather than start new ones. Given the number of people who'll actually use it it's pretty much a waste of time: But it was quite fun to try and piece together an entire set of rules.
There are now full rules for psykers, tech-priests, all the guns and gear you could want, plus much more. All pretty coherently presented. It lacks a bit of play-testing of course, so there are bound to be holes and exploits, but that can be fixed if it becomes important.
I'm sure I'll add stuff and tweak things a bit at some later stage, but for once it will actually be a completed 'product'.
Release date: December 21st.
12/06/12 @ 13:50
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

"Contrary to popular belief we of the Ordoes are not into bureaucratic processes, strange I know so that only leave me with the option of shooting you for interfering with a Inquisition investigation and then use the vox ? same same for me but make up your mind fast I`m in a hurry, the boss dont like it if we get bogged down"
10/29/12 @ 23:10
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
Yes, he can borrow the vox, no problem. He just has to fill out form XN-1034-13B first. In triplicate of course :)
10/29/12 @ 22:55
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

"Cant win them all"
Haxtes get up and reloads, he then goes to the nearest judge outside and ask him if he can borrow his vox. If he can then he contacts the marshal and orders him to make sure that that clock is silenced forever, by force if needed. The if someone try to stop him mark them as heretics, found guilty and shot rule is in effect.
After that Haxtes interrogates prisoners until he is happy, until they actually tell him something important, or something happens.
10/29/12 @ 22:52
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
It fails quite miserably. Long before you can ready any grenades or replenish your spent magazine it has head-butted you into the floor and made ready to skewer you like a rebellious eel.
You are saved by the pealing of the Steel Clock. As soon as the first chime is heard the thing backs away, like suddenly it remembered something important. And just like that it is gone, a blur on your retina.
10/29/12 @ 22:47
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

Then the next trick Haxtes will use is the old attache a krak grande to it, if that cant be done then impale him self and the grande on it, set of the grenade and trust in the field. if that fails then its back to bolts.
10/29/12 @ 22:44
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
Its much too fast and much too strong to fight in melee. You use the power blade to ward of the life-threatening strikes, but you can ward of all of them: You are slashed multiple times.
And again and again your personal power field comes to the rescue. The Aquila amulet hangs on a chain around your neck, now glowing a dull red...that's what has kept you alive this far!
Your own attacks fare little better. You manage to shoot it again. No problem there. It's just that the previous injury is gone and as you fight the second 'wound' closes as well.
10/29/12 @ 22:41
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

No one has ever won a fight by ducking so Haxtes drops one bolt pistol and draws the power blade, blade is used for blocking, body is used for moving out of the way and the bolt pistol is used to blast it to cogs.
10/29/12 @ 22:35
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
Khaine be damned the thing is fast! It's so fast you can't actually see it move...more of a blur. Not unlike when Ignace does his thing, only one magnitude greater. Ah well, the trick is to fire where it is going to be rather than where it is...you just wish that you had more time to work this scenario over with Ignace...
Twice you manage to catch it. A combination of luck, foresight and skill. Twice it just bats away you bolts with its blades. The it is upon you, hacking at you with those blades. Better start ducking!
10/29/12 @ 22:32
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

Daring ?... no need for that... Haxtes open fire with both bolt pistols and keep up a steady fire until its is reduced to a broken mecano set.
10/29/12 @ 22:26
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
Haxtes is fast. So fast he actually gets to pull the trigger: An armour piercing bolt filled with hyperexplosive compound jumps from the barrel of the gun and bores into the thing's left shoulder before detonating. There is no blood, no bone, no gore - just a spray of...miniature cogwheels.
The thing kicks Haxtes in the chest. The armour takes the worst sting, but you can feel ribs cracking. Then you hit the wall five meters behind you with enough force to splinter the wooden panels. Good thing you're still wearing that helmet!
You regain you bearings in time to see the thing making short work with the Arbitrator: In the span of a heartbeat or two it has crossed the distance, drawn two bladed weapons out of nowhere and disemboweled the poor judge.
It turns its head in Haxtes direction, daring you to fire again.
10/29/12 @ 22:17
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: agenthaxtes

Haxtes open fire, at worst its a warp spawn at best some Harlocke trick and that puts it close to worst.
The stupid abrites is at least fighting(or trying too) for the throne.
10/29/12 @ 22:10
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
The thing snaps its head around. You think you hear the whir of cogs and wheels - or is you mind playing tricks? You can contemplate that later - for now you have more pressing matters to attend to:
The Arbitrator open fire with his autopistol, keeping to semi-auto since you're in the line of fire. He's a good shot, double-tapping the bugger smack in the back.
What is Haxtes' response? You only have a moment to react - if the thing can move that fast it needs to be taken down quickly. If you want it down that is. It hasn't acted in a hostile fashion yet. But it does go into the 'weird' category. And the 'guilty by association' category of course :-)
10/29/12 @ 22:04
In response to: The Thirteenth Hour - Part 3: Revel of Darkness
Comment from: tancred
Vox: "Prisoners secure. All 49 of them."
You may have blinked. And in that moment the thing moved. Crossed the twenty meters between you and the stage. It now stands motionless just inside melee range. It has tilted its head ever so slightly.
At this close range you can see that the mask can't be easily removed. Its eyes are covered by brass and crystal lenses that appear to be screwed right into the skull. Same with the mouth section and the ears.
From further down the seat rows you hear the voice of an Arbitrator - must be the survivor of the two that went in the back: "Stand down perp!"
10/29/12 @ 21:48