Jump to content

Nojo509

Members
  • Content Count

    289
  • Joined

  • Last visited

Everything posted by Nojo509

  1. I did let my players take it to Port Wander, then told them it would take so long to repair they would know the campaign was ending when it was ready. They'd get to use it in one session. That happened, and one of the players, a distant relation to Hax, won his right to take over what he thought was the Calixis Sector. Instead, he got the Jericho Reach and had to deal with Tau, Chaos, and Tyranids or face a firing squad. With that, the campaign ended.
  2. Nojo509

    Eldar PCs?

    I see we're about to get rules for Dark Eldar PCs. What about craftworld Eldar? Or pirate Eldar? I've taken a break from Rogue Trader, but am thinking about getting back into it. Did I miss an Eldar supplement? Seems like a fan favorite, though the Dark Eldar might work for many players. Thanks!
  3. What sub-sector? What worlds are near it?
  4. Don't even try to use the pdfs on a Kindle. I have a Kindle DX (the big one), love it for books published in the Kindle or MOBI formats, BUT, the pdf support is lame. Many links don't come over, it's slow, and the transfer from color originals to monochrome on the Kindle makes a lot of FFG's sidebars totally unreadable. I'd rather have game books published in ebook formats, not PDF. PDF is for printing, and assumes a page size. Ebooks can have different size screens and the user can change the font size.
  5. Not all the Grey Knight powers have been Deathwatchified by the sidebars in Daemon Hunter. Has anyone worked up all the DW conversions for the psychic powers?
  6. Not all the Grey Knight powers have been Deathwatchified by the sidebars in Daemon Hunter. Has anyone worked up all the DW conversions for the psychic powers?
  7. Fixed Nemesis Force Weapon: https://docs.google.com/leaf?id=1zaE2fdPxG7eH_CWeVPBJVCn4aoMUMt6652vtuVj50DoShMGP5H0nZo1Ttv2s&sort=name&layout=list&num=50
  8. Just like the great RT workup sheet, this one in .docx format. Hand it to your players when they are making a Grey Knight. https://docs.google.com/leaf?id=1zaE2fdPxG7eH_CWeVPBJVCn4aoMUMt6652vtuVj50DoShMGP5H0nZo1Ttv2s&hl=en
  9. It was a hell of a lot of fun. We had a small group, so I got to take two characters, the Tech (anti)priest and the psyker. I had worried that I would have a hard time Role Playing the "bad guys." No problem at all. The adventure starts with you waking up on an Inquisition prison ship after 200 years in stasis. Something had gone wrong.... Before we had any encounters, our GM described the interrogation rooms we walked past. I had my psyker spit, and I was in character for the rest of the adventure. Turns out it's really easy to hate the Inquisition.
  10. You are right Voronesh. I sent in a rules question and here's the official word: Sam Stewart to me show details 8:21 AM (2 hours ago) Hello John, I can understand the confusion. The first (Option A) is correct. Hope this helps! Sam The question came up when I was tearing up my players with Ork Brute Ram ships. I was doing it right, but wasn't sure. In Battlefleet Gothic, Ram Ships are nasty, but one shots. In RT, they are just nasty. 4 Brute Ram ships + a Kill Kroozer gave my players quite a challenge.
  11. When ramming, the rules state: "The ramming ship then takes damage equal to the defending ship’s Armour plus 1d5 to their prow armour, also ignoring void shields." I can parse this two ways: A: This is an attack on the the ramming ship that hits the prow armor for X amount of damage. If it doesn't get past the prow armor, there is no effect. B. The armor takes the damage, so if this causes 20 points of damage on a prow with 23 points (example: Ork Brute Ramship), the ramming ship now has 3 points of armor left in it's prow. Any excess damage would be applied to the Hull Integrity. Which is correct? Thanks!
  12. And you only need the game effects, not the talents that give them. T (10)5 is all you need to note for unnatural toughness. I find it hard to remember what talents give you what, so I just note down the number of attacks, or the damage w/o naming the talents. I have a five tier system for NPCs. Unskilled, Trained, Veteran, Elite, and Master. I have all the bonuses figured out, and I cut and paste, so I can make someone who is a Master at defense, but only Trained at ranged, while Elite in melee. I also have ranked weapons by these ranges, so I give armor based on what level defense I want, weapons based on ranged and melee level.
  13. and 3. Do Locations take damage like units do?
  14. 1. How much do you increase the Ork strength base on the number of Roks? 1d5 for every rock (p. 36) or 1d5 for every rok beyond 2 (p. 37)? 2. When does ground combat happen in the 4 step turn (p.35 - 36)? After step 4? thanks!
  15. bobh said: Moribund said: Ack, I hate the way Component Craftsmanship interacts with the acquisition rules. Say you want a best-quality Sunsear Laser Battery. Not only do you have the -30 for Best-quality you get an additional -20 because the availability jumps from Scarce to Very Rare because of the ship point increase. That's a whopping -80 on the acquisition roll (-30 for War-component, -30 for quality, -20 for availability). It's just as hard to get as xenotech war components like the shard cannon battery. And that means (p272) unless your pf is over 80 it is an automatic failure...ouch. Good reason to go out, find a ship with what you want, and take it. I cap the max and min Test Difficulty to what's there on table 9-3. You can't get better than +60 (trivial) or worse than -60 (hellish). Some things are so easy we don't roll for them (I get a new pair of socks). Others are impossible, so we don't roll for them, they just fail (I use Tech Use to create my own version of the Emperor's throne). In the case of getting best quality ship components, that is not impossible, so I'd cap it at -60. I'm not sure if the RAW intended us to cap, but with my players, capping their bonuses to +60 comes in handy. Not that they are munchkins, they are playing their characters effectively, and we have six players. People supporting the ships gunner can get multiple DoSes on their rolls, which can really add up.
  16. I like this book, yet I found it the most boring read of any of the supplements for the 40kl RPG line. Don't get me wrong, there is a plenty of good stuff for my campaign here. However we get mostly crunch and little spirit. Not close to being the sleep-aid a 4E book is, but compare and contrast with Blood of Martyrs. Chapter one, The Weapons of War is 25 pages of solid crunch. Every weapon has it's own unique rules. By the time I got to the fun bits in the middle chapters I had to prop my eyes open. Thank the Emperor for the artwork! If you are a storyteller type of player or GM, I'd say skip chapter one. Read chapters two (The Imperium's Shield, very Master and Commander) and three (Enemies of Humanity) first. Then dive into the others when you want rules to use the fun stuff you've just read about.
  17. Click Here for the overview. Did they mention Grey Knights?
  18. And here is the answer, very quick indeed: Hello John, The second part is a typo, the first part is correct. You can fire before or after moving. Sam Stewart RPG Designer Fantasy Flight Games Nojo509 said: llsoth said: Errant said: As to WHEN you can fire them, there's a slight disagreement. The Description of Ship Actions mentions that you can do them at any time, but the description of Shooting Actions says that you have to do a Maneuvre Action first before you have the option of Shooting Actions. Personally I leave it as the latter in my games. Missed that one in the shooting section.. more than a slight disagreement I would say. Nothing in the Errata either. Wasn't there a rules clarification email address or something like that? The rules clarification address is at the bottom of this web page. It's called "Rules Questions." I've had a question in for months now, with no answer (not this topic). Other times I've had a quick turn around. I just sent in this question, as it's come up in our game before.
  19. llsoth said: Errant said: As to WHEN you can fire them, there's a slight disagreement. The Description of Ship Actions mentions that you can do them at any time, but the description of Shooting Actions says that you have to do a Maneuvre Action first before you have the option of Shooting Actions. Personally I leave it as the latter in my games. Missed that one in the shooting section.. more than a slight disagreement I would say. Nothing in the Errata either. Wasn't there a rules clarification email address or something like that? The rules clarification address is at the bottom of this web page. It's called "Rules Questions." I've had a question in for months now, with no answer (not this topic). Other times I've had a quick turn around. I just sent in this question, as it's come up in our game before.
  20. The first big difference I noticed was SCALE. Everything is massive, including the power each player controls. As an example, while waiting for the last player to arrive, one Void Master (the Pilot) said: "While the Ship is in Drydock, I'm training up my pilots. And I want a Fury Interceptor." We discussed this for a bit and he made his acquisitions roll on both. Then the other Void Master (the Mistress of Augers) asked: "He has a staff? Can I have a staff too?" Me (GM): "Of course. Lots of people work on the auger arrays and they all report to you. Want to train the senior people, say the top 100?" Mistress of Augers: "Yes. And I want my own spy-plane. The one from Into the Storm with all the sensors." She rolls on the acquisitions, succeeds, gets her Chiropteran Scout, and we proceed. "**** it!" says the Arch Militant. "I missed my roll on the Leman Russ Battle Tank. At least I equipped my Ghost Legion with two Rhinos." And that's just shopping. In game, they get to use all their toys and minions. As a GM, you need to challenge these people with their starship and near-infinite underlings. It doesn't GM like any other role playing game I've ever run. Each ship is a flying city. The players have tens of thousands of people under their command. When they come to a new world, they don't look for a few cultists. They deal with planetary leaders, powerful Magos, and leaders of pirate fleets. Instead of a gang, they deal with crime syndicates that span the Expanse and the Calixis Sector. The scale is welded to 11. As a GM, you still have to make it personal. Who are their friends? Who wants to kill them? Assassins can hit them at any time. The child that is the lone survivor of a Chaos attack on their colony can touch their hearts. I found using player character backstory key to keeping a game of this scale emotionally compelling.
  21. Bilateralrope said: Do they get polyglot at any point ? No. Graver is right, xeno-archanist would work as well. I liked the "take your first rank as a sister, then go Adept" in principle, as it made it simple. However, this career requires a lot of out of the box thinking to support the core concept of the career. I like Blood of Martyrs as a whole, but the Sister Dialogous career is broken. Anyone try a Sister Famulous or Sister Hospitaller yet?
  22. Rotating GMing is what I planned to do, but no one wanted to ever GM. I had asked if anyone even wants to GM short adventures, but they all seem intimidated by the scope of Rogue Trader. Oh well, we're having fun, so it's all good. However, I did make a character that I run as an NPC that I told everyone I would play when other people GM'd. He's the Astropath, and all the players thought of him as the "mouthpiece of the GM." That I didn't want, and I expect a GM PC in the party would have that problem. To fix this first I made him a comical party animal, and they stopped taking him seriously. Then I slowly revealed (hints here and there) that he had a hidden agenda. He was a Throne Agent of Inquisitor Silas Marr. So now they see him as Marr's mouthpiece and spy (who can read their minds! and he's solidly in the NPC camp. Problem solved. For my "I want to play" fix, I found a player who will GM Deathwatch one-shots between our big endeavors. I can't wait to sit on the other side of the GM screen.
  23. In Blood of Martyrs, the fluff describes a Sister Dialogous as an expert in languages, with an example of their prowess in Eldar. I made a Rank 8 NPC Sister to be an expert on a xeno-archeo site. I found they don't get any langues beyond low, high and secret (admin), even at rank 8. Correct me if I'm wrong, but you do Rank 1 from the Blood of Martyrs, pages 92 to 93. Then Ranks 2 - 8 from the Adept career. Which makes for a very cool Adept, one that can use Faith Talents. But not useful if you want a language expert. The fluff says these Sisters are known for speaking "new or unusual dialects" and skilled in "translating languages." It goes on to say they "specialize in languages..." You could use elite advances to say they can learn to Speak any language 200xp each, or whatever cost seems appropriate for you campaign. Or, you could use the Rogue Trader Into the Storm alternative rank Xenographer, but that seems an odd requirement for a Dark Heresy career.
  24. <SPOILERS!> I agree with the OP on most points, except for the "boring" space station. It's a hollowed out moon, with complete battle stats. I thought it was very cool. One con I didn't see mentioned is the players are supposed to pick up that the forces of Chaos are behind this Ork menace. Then, in the last battle, there is a Chaos ship that is barely covered. If the players don't notice it nothing changes. At the very least it should take off for a jump point, making the players wonder what the heck it was doing there.
  25. Graver said: One of the best rp moments we had in that game was a meal after a prolonged amount of time being stranded in the warp. Food was running dangerously low, extreme rationing had begun, but the bridge officers still dined on fresh food as was the tradition and right of their station. The Seneshal declared that they need to buck tradition and rend the fresh food down into nutra-slurry to extend it's use. This triggered an hour and a half long heated debate that almost came to blows around the captains table... good times and good rp. It's just all in how you approach the game. What a great story! A big difference between DH and DW vs. RT is that DH and DW are mission games, where a superior gives you a mission, and you have no choice not to do it, while RT is more of a sandbox. I encourage my players to come up with ideas they'd like me to turn into endeavors. When one endeavor ends, I'm ready with a number of choices. I don't have the details of the adventure down, just the broad strokes, and when the pick one I have until the next session to flesh it out. I would imagine that Ascension DH would be more sandboxy, but haven't tried it yet. I love the idea of DW one shots to break up a long DH or RT campaign. I'll have to try that!
×
×
  • Create New...