Hello
I wanted to ask which year of imperial calendar we are playing? So which year starts DH, RT, DW and then BC?
Hello
I wanted to ask which year of imperial calendar we are playing? So which year starts DH, RT, DW and then BC?
Since the main setting is in a warp storm, where the Immaterium spills over into reality, entirely corrupting it... it's any/all times, technically.
Not sure if it's specifically set for Black Crusade, I'd have to search through the book.
Probably the same time as the other three games, so that events can cross between them.
So 814.M41 or something like that.
BYE
I read that every next game started few years layter that last one. So you are sure that all starts at 814?
Just asking, but... what's the reason for the question? It's not like anyone is going to hunt you down and take away your corebook if you start the game in the wrong year (truth to be told, I've never bothered to date my games at all).
I wanted to stick with my game to timeline. Wanted to start giving hints about jerioch gate and achilus crusade and when right time will come let them roll with crusade and see everything happening right before their eyes
Then why don't you just say "My game starts X years before the events of Deathwatch"?
Then check when the events you want to deal with starts and start the game a suitable amount of time before that.
That or simply start the game and use the crusades when you want to. The timeline is yours to muck with, after all. Hell, with the way warp travel works, you could easily throw your players back in time when they go on a routine lil' trip to somewhere.
If you want to really mess with their heads, start the game after the crusades, preferably with the players either as defeated veterans or otherwise invested in and damaged by the outcomes of the Crusade. THEN have some warp travel send them back in time to the very start of the crusades. Let them see if they can change a past that's now their future!
Reverend mort said:
Then check when the events you want to deal with starts and start the game a suitable amount of time before that.
That or simply start the game and use the crusades when you want to. The timeline is yours to muck with, after all. Hell, with the way warp travel works, you could easily throw your players back in time when they go on a routine lil' trip to somewhere.
If you want to really mess with their heads, start the game after the crusades, preferably with the players either as defeated veterans or otherwise invested in and damaged by the outcomes of the Crusade. THEN have some warp travel send them back in time to the very start of the crusades. Let them see if they can change a past that's now their future!
This could be hilariously fun and full of time travel cliches as well. Could even top it off with killing themselves, or being the reason behind the damage to themselves. Very Tzeenchian.
@Larkin
Could even top it off with killing themselves
As soon as it's apparent that it's possible to change the timeline and create paradoxes, I think that's the first thing many characters would do - you get access to additional ressources (your former warband) and one less ambitious warlord to contend with.
Also, I think the idea is absolutely hilarious, especially since in this game, most characters would have absolutely no qualms about exploiting their time-travelling knowledge. Frak preserving the timeline, start placing horse bets!