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Nojo509

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Everything posted by Nojo509

  1. Very low tech worlds with hunter gatherer populations might be easy to conquer, but the natives might not know they've been conquered. I was visiting the Alaska Native Heritage Center, in Anchorage, and one of the guides told me "You know, when the Russians sold us to the Americans, my people had never met a Russian." The Russians had only contacted a thin sliver of natives on the coasts, so the inlanders were surprised to find out that A: They were now Americans and B: they used to be Russians. Just as the Russians only cared about the coastal fur trade, a Rogue Trader may only care about a particular resource. They may claim a planet without having to bother controlling an entire world. On the other end of the spectrum, the Deathwatch campaign setting shows that worlds can be very hard to take. Population, tech level, resources, and education all come into play. Worlds with access to support from Chaos powers or xenos can be very hard to claim. A rival Rogue Trader could support an opposition to the player's control. A quagmire world would be an interesting trick for the GM to play on the players. The world seems easy to conquer at first. Then the PC's functionaries are targeted by high tech assassins. Anyone who cooperates with the PCs gets a melta-bomb under their cart. Will the PCs stick it our and find out the real forces behind the opposition? Or cut their losses and find an easier world to deal with?
  2. I've called the artwork in other FFG 40k books, "White Men in Space!" Here, we break new ground: "White Women in Space! With Lipstick!!!."
  3. izrador said: Ok, so I guess I need an idiots guide to Starship Combat. Maybe my mind just doesnt work like the writer. In any case, here are some of my main concerns. 1. Crew rating - It seems that in order to hit a target and have any room in your roll to get successes for crits, then you must have a really high crew rating. Some of the crit ratings are so high (mars broadsides of a 6) that it seems you need a crew rating of 70 or 80 to score a crit. 2. When you actually score a crit, it doesnt seem to say how to resolve it. It only states as far as I can tell, that you roll 1d5 on the crit table. Shouldnt you roll 1d10? Otherwise why is the table numbered in that fashion? 3. It seems that detection rating should be added to a crew's chance to hit in shooting but it doesnt allow for that. Why? Thanks ahead of time. 1. For NPC ships, I assume that the captain hires a decent bridge crew, somewhere near as competent as the players. If you run a combat with NPCs rolling for the players ship (like you might do if you have a small group of players), after the first combat they will want to hire a more expert NPC. 2. As Korjik said. 1d5 is for when the ship still has hull points. After that, 1d10. The vehicles rules in Into the Storm follow the same model. 3. It does in a way. See Lock on Target on p. 218. A good detection rating with a good Master of Augers can give the gunner quite a boost.
  4. Wouldn't the Astropath "feel" their power weaken in the presence of an untouchable? Passing one in the streets or a crowded ship's corridor would make them feel ill, I would think.
  5. Ah, right you are, I didn't look in the Errata. Thanks for the correction. But even so, with weapons that get 4 or more dice, if they do hit for damage, there is a decent chance of one of those die having a big fat '0' on it. So yes, very hard to do damage, but if you do, you may do more than a few structural points of damage. And if you miss your conformation on your Righteous Fury, you may want to spend a fate point. These beasties are hard to bring down.
  6. Crits don't do extra damage against vehicles. Assuming DW is using the same vehicle rules as Into the Storm, when you confirm a crit, you roll 1d5 on the Vehicle Crit Chart. You don't have to penetrate the armor to get the crit. Edited out my comment on how the Reinforced Hull affects this. ItS p 178 says in big bold print that quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
  7. What kind of scenes are you running when the void master and the missionary are sitting back and not doing much? Who are the other two characters that are getting the limelight? If they are personal combat action scenes, shoot at the Void Master and Missionary. Void masters are good at ranged combat, and missionaries and flamers are made for each other. If the other two PCs are combat monsters, have the group ambushed from all sides, so the void master and missionary have to hold down a side or they will be overrun. In space combat the missionary should be working on morale and the void master should be shooting or piloting. In negotiations, some space faring NPCs might respond well to a void master. A missionary can bring a lot of clout to negotiations with followers of the Emperor. In investigations, some clues might be best found by a void master, say items or people hidden in a starship or space station. NPC Void farers may tell them things they wouldn't tell a ground-pounder. A riddle left in a hymnal or a secret compartment in an altar are perfect for the Missionary to find. Both types will notice things that others will not. "You see something wrong with the stained glass depiction of St. Drussus..." Missionary: Outside the Imperium, a Missionary has a lot of work to do. Heretics, xenos, and Chaos, oh my! Planets and starships are full of souls that need to be converted to the Imperial Creed. The player's own ship is full of souls that will need to be kept in line. As said before, you can create tension between the Missionary and others who want to deal with Xenos. Some groups benefit from this, others do not, so see how your players deal with it. Chaos is a fun foe for everyone. Chaos pirates, cults, and so on let the Missionary shine. Perhaps the slaves of chaos include void farer friends of the Void Master and clerics of the Imperial Creed. The Ecleasiarchy is a very political organization. Stick your Missionary between two powerful rivals and see how that plays out. Void Master: What specialty is your void master? If they are a pilot (big or small) play up that aspect of adventures. Have the ship out of warp into an asteroid swarm. Have the shuttle be fired on by ground based batteries. If they are a ship's gunner, add more space combat. Add another ship to their foes (not to overwelm them, but to make them sweat and appreciate their gunner). Impossible to hit foes like Eldar are a nice challenge. Are you doing your own adventures or using published ones? When you make your own, add lots of heretics and chaos for your Missionary. Lots of space events and encounters for your Void Master. Space hulks are nice. When you use a published adventure, add new events to spotlight these two PCs. Modify existing events and NPCs to let these two shine. For example, make the existing antagonists part of a heretical cult, or even chaos worshipers. What is their backstory? You can ask your players to come up with a backstory or it can come out as you play. Convert an NPC to an old ally, contact, or rival, or add a new one in that role. In every game, pull at least one NPC or event from one of your characters' backstories and use it in the adventure.
  8. Starting on page 221 of Into the Storm there are rules for making multiple acquisition tests more difficult and more dangerous. After my players went after a bunch of crazy things, I started using them.
  9. Even a mini-centric guy like me doesn't want to deal with armies of minis. As long as I can use them as normal for the Flashpoint encounters, I'll be happy. I bet some 40k TT players will want to bring out their goodies. It sounds like the system is designed to be flexible, which is a good thing. At the minimum, it should support bizillions of Dark Eldar troops who can morph into Female Space Marines that strap ship's lances on their heads (as a trap) while fighting inside highly detailed Cargo Bays that can do warp travel that is just too darned fast. Thank you.
  10. Nojo509 said: The fluff in one of the books talks about a Rogue Trader who was taken down by Ordo Xenos. On pages 360 & 361 of the core book, "The Risk and the Rewards" it lists three Rogue Traders taken down and burned alive for trafficing in Halo Artifacts. Knew I'd seen it somewhere.
  11. The fluff in one of the books talks about a Rogue Trader who was taken down by Ordo Xenos.
  12. I agree Ordo Xenos has the right and power to stop the Cold Trade wherever they find it. However, in my campaign, it matters what you're selling. A broken vase from the Egarian Domain? As long as you do flaunt it, no worries. But we'd like to track it's progress downstream, see what else these folks are moving. Waters of Vaporius? Bad, but not loose your writ time. A stern warning will do. We may use you to track others in the cold trade. Be thankful it's nothing more. Halo Artifacts? Welcome to the chambers of pain below Bastion Serpentis. Pray for a quick death. You won't get it, but prayer is good for the soul. My players have been instructed to engage in the Cold Trade by Inquisitor Silas Marr. They are to get pict recordings and gene samples of the dealers who take their wares. They are not to pass on items like Halo Artifacts, but they've been told to "Act like Rogue Traders, not Choir Boys."
  13. Karoline said: Well, first off the book itself suggest that Rogue Traders never be allowed to own more than a single warp capable vessel. ... I must have missed that. Too late now. It's really not hard for players to board a ship and have it surrender . And there are rules for buying new starships that make it very easy to buy a fleet of small, low ship-point ships. It would feel very artificial if I said "well, you can't keep them, because you're not an NPC." Particularly since the NPC Rogue Traders are some of my players most serious rivals. My mental model is that most Rogue Traders have cargo ships doing milk runs on the planets where the players were successful in a Trade Objective. Those same ships get attacked when you get a Misfortune such as an Ork raid.
  14. How should a GM deal with a group of players with multiple ships. If they have an extras ship or two follow them on an Endeavor, do the bonuses for ship's components all count? Can their NPC run ship's components give them objective bonuses? What if they have two trophy rooms, do the bonuses stack? Is there no downside to having two or more ships?
  15. Karoline said: That's what complications are for. This is so true.If you gave them too many points because that's what the adventure said to do, you could give them too many misfortunes to compensate. If you don't give them misfortunes, their profit faction will grow and grow with no bound.
  16. Thanks. The +10/-10 you talk about is on the last paragraph of 219, which continues on the next page. It doesn't call these ranges Long or Short, probably to avoid confusion with the personal weapons modifiers. If I were to run the adventure in the GMI Kit, I'd say Long Range for ship weapons is the range that is greater than the ship's weapon's range, and no greater than double the ship's weapons range, and use the Fouled Targeting penalties there.
  17. On page 219 of the core book, it states that starship weapons may fire at targets no further than twice the weapons range. On page 248 of the core book, it says Long Range is more than double the range of a "character's" weapon. I assume this includes ship's weapons. If up to double is normal firing, and you can't get past double, it seems you can't do Long Range ship combat. On page 13 of the Games Master's Kit, in the Braving the Storm sidebar, the storm doubles the penalties for ship's weapons firing at long range. Is there a rule for long range in starship combat that I'm missing? Or did the GM Kit mis-speak?
  18. I love the personalities on the Strip! Keep 'em coming.
  19. This is why I love this board. We've been playing awhile, and my brain has a map of the rules we've been using and a blind spot for those we haven't needed yet. BTW, I know I muddied the waters with my talk of Ship Points. I have an ongoing campaign, and my players have two frigates and the captain wants to swap some components around and buy some new ones. Nothing crazy like archeotech. Should they ever buy a new ship with an Acquisitions Test, I'll have it full of standard components, and let them go shopping for the supplemental ones.
  20. MILLANDSON said: Fortinbras said: Razorboy said: Children of Thorns <- Dark Eldar. Check the RT Core Book for a little bit more about them as well. It doesn't say explicitly. Just says they're meaner than your average Eldar. And they look kind of gothy. (P.60, Edge of the Abyss, P.358 Main Rulebook) Obviously if you've read a lot of WH40K backstory you can put two and two together and figure out they are in fact Dark Eldar, but if you're like me and aren't really interested in running Eldar encounters anyways you could easily miss it. Plus, as a rule, most humans don't really care about the intricacies of inter-Eldar politics and factions, just that they're xenos, treacherous, pretentious, condescending and generally dislike humanity. They don't really distinguish all that much between Craftworld, Dark, Exodite, Harlequin, Corsair, etc. I agree that most humans can't tell the difference. This is something I need, but maybe your campaign does not. For my campaign, I need more than a name and fashion statement. I need separate mechanics, like in the 40k tabletop game. Two of my six characters have a run in with Dark Eldar in their backstory. One of them has a xenos MIU in his brain, put in my the Dark Eldar as a sick joke. While my players have plenty of enemies, the main breakdown is Chaos and not. Dark Eldar are Chaos Eldar, and that makes a difference in my campaign arc.
  21. Thanks both of you. I will indeed have them shop for talented workers to transfer components from one ship to another. I've already told them to expect five months in drydock. Rereading p 274, on purchasing a new starship, I'm not sure about what components would come with a ship. Karoline, you say they get the hull only. The example of Trask buying a Havoc-class Raider *seems* like he's buying a working ship, engines and other components included. I think your idea makes sense. Otherwise, a ship with amazing components will be as easy to get as an empty hull. Most of the time, I would say a ship will have some or a full complement of components. I'm thinking that maybe the components work, maybe not. If the PCs miss the roll for a component, it's there as slag.
  22. The costs of ship components and ships are in Ship Points. They don't have a rarity designation. So, if the PCs want to replace component A with component B, are there rules in the books to cover this? I haven't seen them, but may have missed them. During creation, the players can turn one unspent Ship Point into one Profit Factor. I'm assuming they can reverse the process later, to get Profit Factor back in order to buy new components or even a new ship. And what if they end up with a spare component they want to trade in? I'm thinking a 50% loss on the item, tracked in Ship Points, but I just made that up. And if they get a second ship, any rules for moving components from one ship to another? Thanks!
  23. korjik said: IIRC, to do an endevour objective with a type, you have to have something that is applicable to the type. I read that as, if you dont have a cargo hold, you cant do a trade objective. At all.... ... I don't see this in the rules. Note, you get the bonus per Objective, not per Endeavor, so they can really pile up. Lure of the Expanse had 12 objectives. While not all were trade, a bunch were. A Ship in arrears also is by Objective, not Endeavor. With a ship like that, you need a number of bonuses if you want to come out ahead. A trophy room gives +50 to Trade objectives (among other types). It would indeed be silly if you could not get a trade route going because you didn't have a cargo bay, but came back later with a trophy room and it was no problem.
  24. I hope we see some Dark Eldar love in this supplement. We had Dark Eldar in the Calixis sector, so I'm assuming they are in the Expanse as well.
  25. Two cold trade contacts from differing criminal groups, both of which want exclusive contracts with your Rogue Trader. Each group wants a monopoly on the cold trade, and will kill to get it. If one contact finds you're dealing with the other, things will get dicey. And one (or more) from the Inquisition or Arbeits, who wants gene samples and pict records of these cold traders. If either criminal find out you have a contact with the law or the Inquisition there will be blood. One criminal could be from the Amaranthine Syndicate. If your GM has Disciples of the Dark Gods, have him look there for background information. The other could be from the Kasballica. You GM can find information on these criminals in Edge of the Abyss and Lure of the Expanse. Both of these organizations are large, and have interests in the Calixis Sector and the Expanse. And/or your GM could devise their own criminal organizations.
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