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About Leogun_91

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    Gothenburg, Västra Götaland, Sweden
  1. Given that I think you should turn everything on its Head next time they meet Eldar. Have the xenos treat the AM extremely well for her connection with Isha while referring to the HF and rest as "lesser" throughout all their interactions.
  2. "So you see dear Arbite that gang just didn't care about my sanctioning mark so I had to defend myself. The screams as if tortured? What can I say self-defense can hurt people. So you see all is in order and I'm no kabalite any more and the assault was dealt with legally....oh and one last thing, can I come for the survivors execution?" Being legally right can mean a lot and few xeno PCs are unable to handle a few ignorant zealots in Combat. A kabalite takes it in my campaign now.
  3. My book does not list archeotech amongst craftsmanship qualities. Maybe I missed something but I can't find a reference to it working like that.
  4. Archeotech isn't easy to buy due to by definition being things people can't manufacture any more. Still that doesn't mean it can't be different qualities, an archeotech laspistol kept as a hereditary duelling Gun by a Noble family should probably be of better craftsmanship than an archeotech laspistol found buried together with some warhero in a now flooded tomb. Most of the time any archeotech I give is part of a treasure or the treasure itself so the players don't walk around buying it.
  5. I am pretty sure you can fall under plenty of different and even contradictory contracts from the Administratum, wouldn't be a good representation of a buerocratic nightmare else, of course you will be responsible for breaking any of them even if it was to fulfill another. But I don't plan to just abandon the Rouge Trader part of Rouge Trader, more have them work hard to stabilize a world before they can find some suitable vassals to look after it while they are away. I got most of the ones you mentioned but not the mutant part (will of course add that shortly). I do think they will leave it governed by someone else after a while, when it feels secure in the hands of the PDF (which they will need to properly create). It's a great idea adding some world-specific mysterious obligations. I will certainly use that. The contract itself is more for show, it will be cool to, for a special occassion (being granted a governor title and a moon), give them a physical contract with an Administratum feel. For gameplay just letting someone test for it would suffice but sometimes its cool to go that extra step and use a prop to, in this case, have a player actually sign a physical contract for governorship.
  6. So my players are defending a moon in a Severan Dominate system as they were forced into the war as a punishment. When their sentence has been served I plan on offering them governorship over the world (the Administratum would do this since it will force them to keep defending it due to doing so being the legal responsibility of the governor). Since this is both a big deal for the players (the Rouge Trader getting legal ruling over a world) and something coming with legal traps I decided I would write down an Administratum contract. Now after four and a half page filled with duties, benefits and exceptions I'm starting to lose ideas of what else it legally means to be a governor in the Imperium. If anyone has a few ideas on laws that should be mentioned or laws that would just be fun to have in a Rouge Trader campaign. Here is the contract thus far. It would also be cool to once when I talk about Administratum paperwork be able to dump a bunch of papers in front of the player. https://www.dropbox.com/s/ek5bbs8dfwd1xeh/Contract%20of%20Lesser%20Governorship%20over%20Landfall.pdf?dl=0
  7. The first thing that comes to mind is that the cult can't just murder them straight away. Last time the scion blessed the world before leaving (and to strengthen the cult I would suggest them keeping legends of some miracles at that) so certainly the new "guests" can't do any less. So you'd have the players getting some time to find out something is fishy as the cult tries to get them to bless the world and the cult. Having some off-worlders visit and leave without caring much for the cult undermines their authority so some display of blessed wisdom or might is needed before they can "help the visitors leave". For the assassination poison is a very effective method (one of the historically best ones at that) but not the most exciting in a game most of the time, since you haven't mentioned it I suspect the players take no actions against this (most do not but one I had in my group ,a deathworlder, was used to everything being potentially lethal and only ate and drank tested food/drink). If you go with poison think about how you make it a fun challenge instead of just a "Toughness test or die". One good way to do this is to make it a series of toughness tests that each impose penalties and are taken in fairly short order after each other, after X failed the character dies, this means its a race against time to get him to the medbay or someone else who can help. Letting them be drugged to faint allows all the usual "prison break" stuff for a campaign so that's allready fun enough. They can also be drugged to weaken them (impose a hefty penalty to characteristics) and then have them ambushed to be killed the old-fashioned way. But murder can be a far more creative process than just slipping some poison into a glass. Exotic beasts from this world can be good assassin tools, maybe the hyper-aggressive jump scorpions of Kerkvaya SI tend to be used since they often hide in clothes. Maybe archaic defense systems of the colony ship now serve as a death-labyrinth where those that disagree can be tricked to go and perish, all under the watchful monitors of the cult. Perhaps they have a cadre of elite assassins that ensure their rule, and these assassins just got their greatest challenge yet. Maybe the original ship had an archeotech weapon they used to slay the first one and which the cult once again plans on using. There are countless possibilities for murder here.
  8. You're in luck, having those Four Roles might be the most solid covering possible in a four player group. Navigators can be extremely deadly but the collateral balances that. Just make sure the navigator knows how easily he causes friendly fire. You might also wish to give the navigator scrutiny as an Elite advance to make him useful in Space Combat.
  9. I can point out that there are plenty of weapons without hands on them but that's a bit beside the point since your not looking for that. Below are links that might help: Reaper has plenty: https://www.reapermini.com/Miniatures/treasure%20chest/latest/02313 https://www.reapermini.com/Miniatures/treasure%20chest/latest/77138 https://www.reapermini.com/Miniatures/treasure%20chest/latest/03518 https://www.reapermini.com/Miniatures/treasure/latest/77250 https://www.reapermini.com/Miniatures/treasure/latest/02554 https://www.reapermini.com/Miniatures/treasure/latest/03118 https://www.reapermini.com/Miniatures/treasure/latest/03111 https://www.reapermini.com/Miniatures/treasure/latest/03112 https://www.reapermini.com/Miniatures/treasure/latest/02320 https://www.reapermini.com/Miniatures/treasure/latest/02540 https://www.reapermini.com/Miniatures/treasure/latest/02652 Otherworld miniatures isn't without either: http://otherworldminiatures.co.uk/shop/dungeon-furniture/df3-treasure-items/ http://otherworldminiatures.co.uk/shop/dungeon-furniture/df3b-treasure-set-ii/ and then we have Ristulus: http://ristulsmarket.com/178-robotic-gear-basing-kit.html http://ristulsmarket.com/277-fantasy-treasure-chests-kit.html http://ristulsmarket.com/278-cursed-fantasy-treasure-terrains.html http://ristulsmarket.com/284-crystals-basing-kit.html Personally I'm not too fond of Frostgraves treasures but maybe: http://www.northstarfigures.com/list.php?man=195&cat=498&page=1 There are of course plenty of more if you search around but these should be more than enough I think.
  10. When the action is important and/or you feel inspired take a moment to verbalize it like something cool and important. When it isn't you can just roll the dice and go with a quick "He aims and misses." or "He swings his sword and hits. Do you wish to dodge?" Going too fancy on every action bugs down the fight, it is nice to describe a critical hit or an assassin strike in a cool way but you shouldn't take too much time to describe normal actions. If you feel you need training I suggest the following; plan an enemies action before he gets to make it and think of ways to describe it while the players roll theirs and you keep with simple explanations, then when that enemies turn comes up you are ready with a good description, as time goes on you become able to come up with these descriptions faster and faster, soon you'll be able to do them with barely any prep-time.
  11. This has never felt too weird to me, the crew is there to load while the bridge aims and fires. There is no captains bodyguard class and the Arch-militant is the military commander on the ship which means its fully appropriate for him to fire the cannon (he is in charge of the soldiers regardless). It only gets weird when xenos take Control but that's an acceptable thing for me.
  12. Maybe not broken but even as low level it seemed to me that certain parts gets out of hand quickly. I could be a tad negative here and reading too much into it, but i felt our group (see below) could totally annihilate any opposition we met within our "field of expertise". In my case piloting starships. Looking how the boarding rules are, I'd say our captain with some 100ish command (iirc) could try boarding a much bigger target and with good chance just take over the ship if the opposing captain has your average 30-40 skill. Your advice on the freedom part I appreciate and agree with! I suppose a well though out adventure that got bombed can always be reused later with some changes later. Yes, characters in RT tend to be very good at their specialisations, and they are meant to be. They are supposed to be high-ranking and good in their respective fields. The boarding action rules are not the best thought out and I suggest playing them in another way and as previously stated many of the non-standard attacks in ship combat should be monitored by the GM and seen more as suggestions on how to handle it than defenitive ways to do it, ramming and boarding may need to be modified if the players abuse them.
  13. Another simple reason for the Dark Eldar to flee at that moment is the most obvious one. They don't want to face the mothership without the chaos forces having weakened it (or even that they don't want to face it at all). Or if you wish them to be even more nefarious you can have them having planned for the Tau to turn up there, they then leave to raid the places that now are unprotected by the diverted mothership.
  14. Yes dealing damage is more effective at killing than causing fatigue but defeating through fatigue allows you to capture the target alive. Apart from the standard "lets interrogate him" this allows you to sell living xenos or beasts, a profitable endeavour. Slowing and binding enemies (also possible with the discipline) helps with this too. Soul Ward (Navis Primer) might be the most effective in combat but only if you are aiding good warriors on your side (arch-militants and xenos espesially). Still if you wish a more lethal combat boost there are options there too. Theosophamy (Into the Storm) is great but a bit limited in what you can affect, still you can just specialise your telepathy for damage a bit and bring our theosophamy when your buddies encounter a daemon. For a simple damage arsenal Telekenesis will also do and might be what you are looking for.
  15. There are some flaws with the system but it is not too broken in my experience (and remains one of my absolute favourite RPGs), with ship combat you need to as GM keep check on attacks other than the standard firing the weaponry, there are rules for other actions (such as boarding, ramming and hit-and-run) but they are often quite simplified and can be abused if the GM allows, I feel they are more meant as a guideline for when the players try less standard tactics. All careers have their own place in RT and each is very useful for a ship, make sure you minimize players taking the same role however (and count "Xeno" as a role for this) since it will be noticable in their effeciency if they lack roles. For the freedom, this is what being a Rouge Trader is all about, there are few individuals in 40k that are free but Rouge Traders are. Let them live free, let them do what they wish but give them treasures to hunt and profit opportunities to exploit. Lure them into adventures instead of forcing them into them, and if they don't take the bait then so be it, let them choose their own endeavour. Be ready to think on your feet as a GM (always a good advice regardless) and don't worry to much if the players solve things in ways you didn't consider, sure it might be a bit sad to see your well thought out adventure destroyed by an orbital bombardment you didn't consider but trust me, that will make a fun story to tell later on.
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