Jump to content

Dangerbutton

Members
  • Content Count

    63
  • Joined

  • Last visited

Everything posted by Dangerbutton

  1. Squigs and Necrons are my guess. . . . . Okay, not really. I'm hoping that they are two careers that can go with a variety of races. The point about the Origin paths having three options sound good, but Homeworld and Birthright, the two parts of the Origin Path that I think would most likely determine that a character is Xenos, don't have the three options. That's later, with Lure of the Void.
  2. What exactly would a map of warp routes look like? Would it be like the maps on the inside cover of the Rulebook, where you have the squiggly lines drawn from one planet to the next? are those lines the only safe routes through the warp? Just tryin to figure out some stuff for my current endeavor, and figured it'd be nice to be able to map out some things. And I like cool visual aids.
  3. my group's rogue trader has actually been complaining about the physics in Rogue Trader's space combat. I'll have to refer him to this one. I think it would be very cool to see space combat worked out this way (or how it is in Battlestar Galactica very cool looking). However, I'm willing to accept that WH40k does things different. It's supposed to be more like old naval battles, and I'm okay with that. Besides, the Adeptus Mechanicus probably doesn't want anyone knowing how physics really work out. Probably heresy to know that stuff. Still, science can be very cool.
  4. I'd never thought about this, but I'm gonna have to point it out to my group's missionary. She gets to be the ship's mortician.
  5. Having just read the newly posted designer diary on Demeanors in Deathwatch, I'm thinkin those would be awesome in Rogue Trader, especially considering the wide variety of characters you might find in a Rogue Trader game. I'll be thinkin of some over the next few days and post them, but if anyone else has any good ideas, feel free to share.
  6. I'm pretty sure I just saw some Tau XV88 Broadside Battlesuits in Iron Man 2. . . .
  7. So, I recently bought Lure of the Expanse, not so much to play those adventures, but more as a sourcebook to get a really good idea at how to GM rogue trader. Since then I've been tempted to invest in Tattered Fates or Damned Cities. Are those books very compatible with RT?
  8. Moby **** provides a great example of ambition. Also A Hunger in the Soul by Mike Resnick comes to mind. Those are two of the sources I think of most when I think of a Rogue Trader.
  9. IMO, a well structured Endeavor can lead to more freedom for the players. The more time and effort you've put in to creating the Endeavor, the more you can lean on when your players wanna do it their own way. A well prepared GM knows where he wants the players to go, and if they don't want to follow the process he had originally lined out to get them there, the GM will still know enough about the adventure he's prepared to be able to work with their way, while still getting to the same destination. Have you ever been at school, thinking that you got the teacher way off topic, only to find that it was leading exactly where they wanted to go in the first place? To me, those have always been the most effective teachers, allowing the students to drive the lesson, yet still coming to the same conclusion. Maybe it's a weird comparison, but I think that is the best way for a GM to function. Make your Endeavors detailed, and you'll end up exactly where you wanted to be, just through a different route, determined by the players.
  10. BrotherHostower said: He is the AdMech on his ship,a nd it's deffinately in his purview to do what he does, but he'll fall afoul of the same thing that trips up Rogue Traders if he's not careful Out in the reaches of space beyond the Imperium, he's fine, but as soon as he runs into a high ranking puritanical Magos he'll be in trouble, and the whole RT Ship with it. And that's what makes this game fun
  11. going off of the description of the Explorator given in the RT core rulebook, they are supposedly prone to a little bit of experimenting beyond the generally approved bounds of technology. It warns that there is great risk involved in this, but I'm assuming that for a simple upgrade to a lasgun, the risks of falling in with chaos are a little slim. I'd assume, also, that unless it's a really serious thing the Explorator is doing, nobody on board the Rogue Trader ship is going to question him much. He seems to be the top-tiered tech-priest on the ship, after all. How is the Rogue Trader, or the voidmaster, or anyone else supposed to know that what he's doing is wrong. Technology is all still pretty mysterious to them, right? If he's messing with some xeno-tech or archeo-tech, consequences are a lot more likely, I'm sure, but this seems like a simple upgrade. If any of the rest of the crew is suspicious, I'm sure the Explorator could pass a quick blather test to bore them with techno-babble, and they'd lose interest, or assume he knows what he's doing.
  12. N0-1_H3r3 said: signoftheserpent said: But it's not really apparent just how much influence their created worlds within the 40K universe (ie Calixis, Kornous and Jericho Reach) have. A point to remember is one of flexibility - defined sandboxes within the 40k universe like the Calixis Sector, Koronus Expanse and Jericho Reach allow FFG and the writers working for them (myself included) greater freedom to develop ideas without conflicting with things GW would rather we not touch. Detailing a setting where there are many toes on which to tread is not easy in and of itself, so the 40kRP regions, which are set aside specifically for RPG development, allow us to do more than we might do otherwise, in terms of locations, adversaries, conspiracies and similar details. It's far easier to define (and get approval for) the details of a single flotilla of Eldar Corsairs, than it is to make sweeping statements about all Eldar, for example. It's also a lot more satisfying than simply providing page after page of profiles and rules for things converted across from the wargames and reiterating/paraphrasing background that's been published before. Now, you might just want the same old Orks, Eldar and Chaos Marines that appear everywhere else, but in a lot of cases, that wouldn't allow for the same degree of depth or examination. Just as pertinently, the diversity of RPG-unique threats (Yu'vath, Slaugth, Rak'Gol Marauders, Stryxis and the various human cults and conspiracies beyond them) provides something that the 'big name' forces lack - mystery. For people already well-versed in the 40k universe - which I would speculate make up a notable proportion of 40kRP players - the Eldar, the Orks, and everything else that appears in the wargame are known quantities. The Slaugth, and the Rak'Gol, and the Stryxis, and the ruins of the long-departed Yu'vath civilisation are all unknowns to even the most veteran 40k player, and that's valuable. Nothing keeps a player interested, in my experience, more than mystery and uncertainty about the nature of a foe. This is exactly what lured me into Rogue Trader. I like the freedom inherent in the Koronus Expanse. So much of it is unexplored and unknown. I don't have to worry about keeping to as much 40k Canon as I would in other parts of the galaxy. We try to stick to canon as much as possible, but there are people in my group that aren't as well-versed in the 40k setting. When our player who has a whole library of 40k books gets after a player whose only exposure to 40k is RT for having his character do something you probably couldn't get away with in the heart of the Imperium, it's nice to be able to say "well that's okay, we're out in the Koronus Expanse where there's a little less Imperial supervision". And It's nice to be able to deal with the less known xenos. While we're involving Eldar in our campaign, the fact that it is just an Outcast group of Eldar Corsairs allows them to do things that you might not see the whole of the Eldar race doing. But aside from the Eldar, I'm having a lot of fun dealing with unknown Xenos. Yes, more supplements would be nice, and I eagerly await whatever FFG puts out, but I really like the opportunity we have with RT to have the freedom of open space to explore, while still being able to draw from the rich lore of the 40k universe.
  13. At only a quick glance at the rules, I know at least that Boarding actions can reduce crew population and morale apart from the regular reduction caused by Hull damage. However, just because a ship's hull integrity is reduced to zero, that doesn't mean the entire crew will be dead. At zero Hull Integrity, that's when the fun starts. Critical damage brings in depressurization, damaged components, fires, etc. That's where the bulk of the damage to the crew is supposed to take place. Some of the more serious critical hits deal some major damage to crew pop and morale, reducing it by half, or even reducing it to 1d10! The hull is to be that shield that soaks up damage so that the crew doesn't take it. It shouldn't be until it's gone that the crew starts to seriously suffer.
  14. My point of reference for size, which may or may not be reliable, is the map of the Imperium in chapter XI. In the offset box, it shows the calixis sector in relation to the Maw and footfall. in that little box, it suggests that calixis is within the bounds of the little wireframe box. Within those bounds it points out port wander. Then, a distance more than twice the length box away, we see footfall. So . . . . my question is on how accurate that little box is for scale. Or, is the box labeled as the calixis sector only a part of the calixis sector. I don't know. However, if that map is accurate, it would suggest that the Koronus Expanse is quite large. I would, personally, hope that the expanse is larger than the Calixis sector. I prefer the idea of the unexplored space being far greater than the space that has already been brought under Imperium control. It adds to the epic feeling of the game, in my opinion.
  15. If you acquired and installed the barracks at some point after character creation, it would make sense that you still have to fill them up. However, if the barracks came at ship creation, I think we should keep in mind the fact that these ships are pretty old, and the barracks has probably been in there for centuries. It would be awfully silly for a Dynasty to keep an empty barracks on their ship for several centuries. If you start with the component, it ought to be fully equipped. Perhaps not with the best of soldiers or equipment, but at least it has them. If my group wants to be able to use their soldiers in a serious fight, they're probably going to want to get them better gear and training, but I'm not going to say they have to go recruit a whole regiment.
  16. Does anyone know where I can get a hold of the font used in Rogue Traderfor all of the chapter headings and such?
  17. MILLANDSON said: Remember though that the soldiers don't come with the barracks. You'll have to go looking for men to hire first, unless you've already done that. The Barracks component just contains the facilities, not the men and supplies. That's a good point. However, since the ship started with a barracks, I'll assume that it is at least at partial strength. Or, perhaps it's got soldiers with lower stats, poor craftsmanship gear, etc. They'll have to put for the effort if they want anything better.
  18. Brother Praetus said: No real general consensus that I've seen, but it's been tossed about that the Barracks should hold one Regiment; anywhere from 1,000-5,000 troops plus support and vehicles, depending on whether you're talking armored cavalry or full infantry. -=Brother Praetus=- I had not even considered support and vehicles. What kind of vehicles would a Rogue Trader likely have on his ship? The most exposure to WH40K vehicles is from the computer game Dawn of War. Are the vehicles in that Predators, Whirlwind Tanks, Leman Russ's, etc reserved for the Imperial Guard and Adeptes Astartes, or is there the likelihood that a Rogue Trader could get a hold of one?
  19. Our ship has the supplemental component "Barracks". In the book it says this allows for thousands of soldiers, but how many thousands? We're in a Light Cruiser, so the population is already over 50,000, so are we talking only 3-4,000 in the barracks or more like 15-20,000 soldiers? Coming up my group may have an opportunity to get involved in a little bit of a war, so I'm just wondering how large a scale to make the war.
  20. I picked up my copy a week ago. Haven't had a lot of time, so I've only read through half of the first adventure and skimmed through the rest. However, I absolutely love what I'm reading I'm a relatively inexperienced GM, and have had a hard time creating the experience that I've wanted to with Rogue Trader. I've struggled to grasp the Endeavor system, or even just to figure out how to make a session of RT flow well. However, Lure of the Expanse has really helped me in both of those areas. Beyond providing an awesome adventure I'd someday like to run, it has given me loads of ideas and inspiration for how I should put together and run my own adventures. I would highly recommend it.
  21. I'm pretty sure that if one of the players in my group ever notices that rule, he's going to do everything in his power to turn it into a Rogue Trader Rock Opera.
  22. Are there any rules for determining how much storage space a ship has available? Just trying to figure out how much loot you can load up on before your storage is full.
  23. In the rulebook, it suggests making up your own specialized careers. So far, one person in my group has put together a bounty hunter career that is like a mix between the Arch Militant and the Seneschal. I'd like to make some more careers, but I'm not sure exactly what to make. Any suggestions? Also, I really like the way DH careers branched off into two routes. I really wish RT did. Has anyone tried to come up with some alternate branches? Any suggestions for what they could be?
  24. Although, when I started reading this thread, I had no doubts about the purpose of RT games and how awesome the game is, at the end of it now I feel like I've gained some real insights as to how the game is to function. I once heard author Tracy Hickman say, in reference to rpgs, that they are not about getting old and getting lots of stuff. That's what life is about. Even thought I though I had a clue as to what RT was about, I think, until I read this thread, that I had the wrong idea. I was still wondering exactly what to do, seeing as we already had all of the stuff we needed. I had forgotten that acquisition of such goods is not the point of the game. It's having fun. And, when you're a mighty Rogue Trader, having fun means a lot more than it does for a level 3 Warrior with a +2 Broadsword. In my groups sessions, we've found the most fun when characters are working after their own agenda's. Our first two sessions were completely devoid of this. The characters did what they were supposed to, went to the right locations, found the right information, and generally followed the path of least resistance. In our third session, however, one character finally did something outrageous that set the ball in motion. When faced with a problem, he went with the absurd solution that everyone had joked about, but had quickly set aside as 'too far'. At that moment, the game left linear play and entered sandbox mode. They stopped worrying about 'getting old' (following a linear story line) and 'getting lots of stuff' (not taking risks), and went after what they wanted to do, and what would provide the most fun for them. Rogue Trader, in my opinion, is about having fun. When you're already at the power of a Rogue Trader, 'fun' has a lot more options.
  25. I'd really hope not. That's a Star Trek thing, and if there's anything that is definitely not Star Trek, it's Warhammer 40k. (yet, as a proud nerd, I must confess that I love both) Anyhow, it turned out that this really wasn't an issue. Lucky rolls on the shooting action, coupled with the opposite from the enemy ships made for a quick and easy battle. Only one hit and run action, in which a PC almost got himself killed (he's glad he held onto that last fate point), and a series of really angry barrages from our batteries, and the enemy was obliterated. Oh well, they're bound to have a harder ship battle sometime.
×
×
  • Create New...