Jump to content


  • Content Count

  • Joined

  • Last visited

About Tantavalist

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    , Cumbria, United Kingdom
  1. A world can only have a single building existing on it at any time exactly as the Deploy orders state. There is, however, an Upgrade Card for the Eldar (Wraithbone Singers if I recall correctly) that allows the Eldar player to place two buildings of a different type on a single world. I would imagine that the Event cards you refer to are phrased in the way they are to show that if an Eldar player has used this card then all the buildings are affected by them.
  2. The Stars of Inequity colony rules are a good starting point for managing colonies IMO, but the numbers will need adjusting (as most people point out, by default they grow far too quickly) and you'll need to houserule any additions that come up in the campaign (eg brining more colonists/infrastructure via cargo ships). As far as the resource depletion issue goes- I think that the problem is one of terminology, not mechanics. I just think of it as the resource being exploited, not depleted. The resource is still there, but now there's a mining facility extracting it at a steady rate for processing. A bonus to Profit Factor represents an ongoing source of income, not a one-off injection of cash (one-off treasures that give a PF bonus I assume to be sold and the funds invested). So, in theory destroying the mine would reduce PF but give the resources back. How resource rich a world is shows how many mines (or whatever) it can support.
  3. Looking over the Navis Primer rules as they are written, I'm forced to concede that yes, they do make warp travel so hazardous that every trip is potentially as deadly to the group as a combat encounter. This is a long way from ideal, and so a less hazardous interpretation is probably required. However- it's occurred to me that the danger level of the Navis Primer rules is exactly the right level of danger for a ship plying an uncharted route. So, when I work out a less lethal method for PCs to use in any campaigns I run, I'll only use them for routes the PCs have a Chart for. There will likely be modifiers for the type of route- even with a Chart to work from, Haunted, Surly or Lightless should be dangerous trips (the Cape of Good Hope was charted, but still feared). At the other extreme, a Stable route with a Detailed Chart should be so safe that the travelling without a Navigator rules can be used casually- this, IMO, is how Chartist Captains work. Sticking to a handful of safe, stable routes that are very well mapped. When the PCs decide to head out into the unknown and try for a system they've no chart for- that should defintely require the Navis Primer rules in full. A dangerous undertaking that uses up a significant chunk of game time is what this needs. If the route is a Surly or Lightless one? Well, that should explain why the background has people trying to steal or barter for precious charts of warp routes, rather than simply going out and mapping their own. A quicker simpler version of the Warp Travel rules that doesn't give as much danger to starships is a very desirable thing, as long as it's used for travelling the beaten path. PCs should have a healthy caution regarding sending the ship off the charted routes, and not just do it on a whim.
  4. The question of how the players would go about finding these people is an easy one to answer. You just ask them how they plan to go about pulling it off. They're supposed to be the movers and shakers of the campaign, after all- so make them do the work. Unless you specifically want them to have someone as part of a specific adventure you want to run, then ask them to come up with the plans. This is how endeavors are supposed to work, after all. The players come up with the grand plan, then think up the various stages of how it would work. Then you tell them if the plan sounds like it could work, or not. If the plan isn't good enough- well, nothing stops them working to revise it between sessions, and then coming back with an improved version. If they're forced to spend several sessions of work like that, then the specialist NPC will likely be valued all the more. When running Rogue Trader, a good rule of thumb is to put whatever the PCs want to get hold of into the campaign- but make them really work to get hold of it.
  5. Those kinds of NPCs should never be available simply through an aquisition roll. A roll against Profit Factor represents using money and/or resources, a business transaction, and can't be expected to aquire anything that shouldn't be accessible to such a transaction. This isn't to say that a Rogue Trader can't get hold of such things. It's just that it takes more than money. It should take more than just any one roll, when it comes down to it. Instead of making these something that the PCs roll to aquire, I suggest that endeavors should be constructed, with the NPC being gained as a follower instead of Profit Factor on completion. There should be requirements before the endevor is even begun- the Eldar Pathfinder should have Peer: Eldar or some past RPed friendly interactions, for instance. And the bonus PF that would normally come from endeavors should give extra NPCs- the Eldar brings more Rangers with him- or have the NPC hang around longer/be more loyal/friendly. Just what scale of endeavor is going to be based on the type of NPC being sought. A Rogue Psyker who isn't Chaos-tainted should be a minor thing compared to an Eldar Pathfinder guiding humans along the Webway (probably a Grand Endeavor)...
  6. I found that just having the ship miniatures and a measuring tape worked fine for the games I ran. 1 inch to 1VU was the scale I used, but that might just be the miniatures I had looking too big with a 1cm scale (I used the Twilight Imperium ships as my minis for space battles). With engagement range being 20VU, I found that we had more than enough space for the average engagement. Maybe it's just having more wargames experience in the group I played with, but we never found calculating arcs and turning hard without any squares or other aids.
  7. Tantavalist


    Something that's worth keeping in mind here is that EotE has an in-built mechanic that's perfect for dealing with players behaving in this way: Obligation. Every time the PCs create a random bloodbath, stick the party with 5 or 10 points in an Obligation like "Wanted Killers". Eventually, the game will be taken up more and more by them getting jumped by another group of Bounty Hunters, or another local Lawman who recognises them. If you just send these NPCs in, the PCs will gun them down but no amount of blaster fire or lucky rolls can remove those Obligation points. The PC will then, hopefully, start to learn how to work around the Obligation mechanic. They'll be looking for ways- none of which are openly violent- of reducing it. They'll also learn that they can't just kill people on a whim. Possibly your players are the sort who'll actually interpret this as just finding ways to kill people without getting Obligation. With the Bar Fight example, instead of pulling guns there and then, they follow their enemies afterward and murder them in a less public venue. After all, if nobody saw them- or, better yet, they frame someone else- they won't get Obligation: Wanted Killers for it. Which is still roleplaying of a sort, and an improvement on the current situation you seem to have. Remember- Obligation. The carrot and stick of EotE games. Make it work for you!
  8. "It's Fightback Time, Baby!" is an idea that relies on Earth somehow taking out a Rogue Trader's starship and then being left alone for the centuries (not years, not decades, centuries) that it'd take to get from where we are now to building warp-capable starships that could stand up to an Imperial warship in combat. Even if that did happen, the initial battles of such a war would involve experienced Imperial commanders in tried-and-tested designs, facing untested warships in a field of warfare that their officers have only ever run simulations on. And if things don't go Earth's way, then there won't be time to build ships to try again. And that's if Earth got left alone after an Independence Day plothammered victory, instead of celebrating over the wreck of the Imperial starship only to have another one emerge from the warp looking to see what happened to it shortly after. Go and construct a "What If" historical scenario where the Aztecs defeated Cortez, then learned metalworking from their captives and went on to build a civilisation to rival Europe. That's the scale of the technological gap you're casually speaking of overcoming. Besides, the whole scenario does hinge on the "if the nukes do bring down the Rogue Trader" supposition, which I've argued against already in my previous post. Finally- all the ideas about modern Earth's innate cultural and intellectual superiority all rely on the idea that the shocks alien contact inflicts on the Stock Market doesn't send the global economy into another Great Depression. How will all the reverse-engineering happen when, despite the people and facilities still physically existing, the magic numbers on the computers are all wrong? Have the government declare it's seizing these things for the common good and put people to work without money? That's Communism in it's purest form, and no way in hell is that going to be considered by any modern Western leader. The whole "Earth founds a new Empire" concept also supposes that modern society will survive long enough to do so. We see their stagnation as a flaw- but it's actually a contributing factor to it's long-term stability. Something that resembles our own culture isn't going to be around 1one thousand years from now, let alone ten thousand.
  9. Wow... I'd almost forgotten about this thread before someone worked their necromantic arts upon it. Time to make the post I'd thought about when I first read it, but then had eaten by forum errors when I tried to post it. Something that people should keep in mind is that the barrage of nuclear death fired at an incoming starship by modern day Earth isn't as feasible as people seem to be thinking. The only delivery system capable of hitting a space-based target would be an ICBM. In theory, these could achieve escape velocity and blast the RT's starship. In practice, that's not what they're designed for. They're meant to be fired at targets on the Earth's surface using a suborbital flight path. Also, going by the movement rates the game gives, even the slowest freighter could probably dodge aside from the missiles. Being intended to target stationary locations, ICBMs won't really have much in the way of course correction, so just moving out of the way will dodge them. Essentially, shooting down a starship with ICBMs would be like shooting down a helicopter with an anti-tank missile. In theory, you could do it. A few people have in fact tried it and got it to work. But you really wouldn't want to rely on it working as your main plan for survival. Now, modern technology probably could build something much more suited to target space-based enemies if there was a reason to do so. But there isn't such a reason. If the Rogue Trader didn't immediately conquer/destroy Earth, then ten years after the world'd governments realised they needed them, the barrages of hundreds of nukes ready to fly at any invaders would be sitting in silos all over the planet. But that assumes that they're given time to build these. Also, the idea of the modern world being willing to commit suicide by nuking the planet and denying an invader it as well it probably not realistic. "Give me Liberty or give me Death" is a nice slogan to fuel patriotic fantasies, but actually taking it to the logical extreme when liberty isn't an option any more is beyond most people. You'll decide that your own friends and family will all die as well, just to spite your enemy? That's something most people won't realistically do. And consider this- think about the people who currently run the world, the ones who'd have the authority to order the nuclear suicide- and the interests that control them. Really think about them. Then ask yourself- if a Rogue Trader told them he'd be willing to ensure they and their descendents had a position of power and wealth in the new regime if they co-operated in the takeover of the planet... Would you trust them not to sell out you and the rest of the population to live in the sort of hell the average Imperial citizen endures? The Imperium of Man has ten thousand years of experience in taking control of human-occupied planets, and outright war is only one of the tools in it's inventory, even if it is the favourite and most often used one. (And the forums went into some sort of maintenance state as I was in the process of typing this out- it's like someone doesn't want me to post this here...)
  10. If your players encounter the Light of Terra and don't immediately start planning to salvage it- even to the extent of abandoning the quest for the Dread Pearl in favour of this alternate prize- then you should actually take it as a sign that they aren't playing the right game. Go find something other than Rogue Trader to run for them, because they clearly don't have the right mindset to succeed here. My own players did manage to salvage the LoT- that is, stop the captain suiciding it and move it to a location less likely to be found by other Rogue Traders. After the Dread Pearl (where they also realised they wouldn't be able to hold it with so many rival RTs, and instead cut a deal with the Eldar to sabotage their rivals), they returned to the LoT. Then, rather than plan to refit it as a flagship, they were sensible enough to realise just how difficult that would be and decide the potential returns weren't worth it. So they looted it of everything they could, and then towed the hulk back to Port Wander, dropping it there and asking the Imperial Navy if they wanted their ship back. Recovering the Flagship of St. Drusus and then just giving it back to the Imperial Navy was, I ruled, worth granting the Peer and Good Reputation (Imperial Navy) talents as cheap Elite Advances. The Rogue Trader considers this far more valuable in the long run than mere wealth. The only long-term campaign issue was the Rogue Trader's player arguing that the Light of Terra was the flagship of an Imperial Crusade- and so would definitely have Exterminatus munitions aboard...
  11. - The Rogue Trader's player has min-maxed his character's Fellowship stat so high that he has earned the epithet "Wytch-Tongued" amongst the Void-farers of the Koronus Expanse. - The Rogue Trader himself is somewhat offended by this epithet, because he's never once used warp-sorcery to increase his powers of persuasion. He's always had more concrete things in mind when he dabbles with forbidden magics. Like raising a warp-storm to cover acts of piracy committed inside the Calixis sector (fuelled by the sacrifice of unsanctioned psykers). - Such is the awe that the Wytch-Tongued one's persuasive powers are held in, that when some of the crew mutinied they sealed their ears first lest his voice bewitch them. Rivals now conduct negotiations through the medium of vox-servitors to attempt to defeat his sorcerous tongue. - The Rogue Trader tries to seduce an Eldar Warlock he's just met in a potential combat situation, and after looking at the social rules and how high his Fel and Charm are, the GM realises he's got a 20% chance of succeeding. And he's willing to spend the entire session's budget of Fate Points to keep trying. - Plot hooks designed to bring the PCs to dangerous places are utterly pointless, because on hearing a name like "Processional of the Damned" the Rogue Trader immediately proclaims that this place sounds interesting and commands the Navigator to plot a course there. No attempt is made to learn more about this place beforehand, as "That would spoil the fun!" - The Rogue Trader actually sacrifices a full point of space on the starship to make room for a giant church organ, because he's decided that playing this during battles would be the most effective thing he could do. And then Battlefleet Koronus came out with rules for the Melodium component, making this concept official- and giving yet another +10 to his social rolls for having it.
  12. My PCs ship finally took damage in a space encounter last session, and reviewing the starship repair rules I've come up with more than a few problems. Many of these have been discussed in previous threads, but one that I've been unable to find a reference to is the "Solid Repairs" talent. On the surface, it sounds simple enough. The character repairs an additional point of Hull Trauma each time repairs are made. But when looking at the way repairs are handled in the rules, it makes a lot less sense. Hull Trauma is repaired one point at a time, at a rate of 1 per day/week/month depending on how badly damaged the ship is. How does Solid repairs fit into this? Is it a one-time deduction- if the ship has 7 Hull Trauma, a mechanic with 2 levels of Solid Repairs repairs it as if it had 5? Is it an every time reduction- the mechanic above repairing two extra points of Hull Trauma every time increment, for 3 points per day in the above example? Does it have no effect unless Critical Hits are repaired, at which point Hull Trauma is reduced when the Critical Hit is? And more importantly, does the extra Hull Trauma removed still cost money to repair, or does it only save time and not parts? The answer to this could make a big difference to starship repairs. Lacking any official comment (which I've been unable to find), I'm leaning toward just applying it toward a houseruled version of the repair rules (something most GMs seem to be looking for). I'll have the repairs use the same rules as medical aid for Droids, with each roll representing one time unit (day/week/month based on damage) and each success being one Hull Trauma repaired. Having a skilled mechanic do the work, as opposed to a character in another class who took a level of Mechanic, suddenly becomes much more important under these rules.
  13. Just play it as generic Space Opera (which is what Star Wars is), and throw in the occasional Star Wars setting reference. Make all the canon material background detail that's never central to the plot, unless it's the one setting element you've introduced as a major thing this session. Introduce a single character of a Star Wars race, or a planet with a number of that race living on them, every few sessions, to expand the PC knowledge base. In short, treat it like any other RPG setting that only the GM knows. Myself, I'm just started running a game despite counting myself as a Star Wars Disliker for most of my adult life. The whole Expanded Universe thing just put me off trying to get into the setting, all the endless novels (or Fanfic as I called them) I'd have to read to know the background- and then the prequels came along... Edge of the Empire has done a very good job of reminding me how good Star Wars used to bebefore George Lucas spent two decades ****** his own creation. Set in the iconic Rebellion Era of the original trilogy with no New Republic or Clone Wars knowledge needed- it's the perfect gateway for people who've only seen the movies (and seriously, who hasn't at least seen the original three). I've been reading up on minor bits of setting detail, which I intend to add as I go along. Most people who claim they don't like Star Wars will, I suspect, find that what they actually don't like about it is what was done with Star Wars in the decades following the end of the original trilogy. Get them to sit down and start playing EotE, don't drown them in setting detail if you are familiar with the Expanded Universe, and they'll soon change their minds.
  14. Well, firstly I have to contradict you right there. Look around on the web and you'll discover that there's actually a number of people who saw him in that movie and thought exactly that. I was as surprised as anyone to learn this... And while you've at least progressed to decently written replies, the core objection remains the same. If you feel this strongly about the subject, then just stop reading this thread. This aggressive bludgeoning of people with the Correct Way To Do Things amounts to you being the self-appointed Game Police who won't stand for anyone not playing the game the way you feel it should be. As for saying that Good vs. Evil is a good message... Good Vs. Evil, in the pure Black & White terms that Star Wars portrays it, is not a good message. It's a Fantasy, which is comfortable escapism to indulge in but in no way a good thing to take as a life lesson. Because the moment you start applying it to the real world, the fact that you're Good- and everyone who believes in this stuff decides they're the Good ones- means anyone who doesn't think or feel exactly as you do must be Evil. And you know what has to be done to Evil. It won't matter what you have to do to crush this Evil, either, because you're the Good Guys, so anything you do must be OK. Witness your own attacks on this thread, ErikB. It wasn't, in fact, a Nazi Apologist thread stating that the Empire were really the good guys as you state. Admittedly, a few posts have veered toward that point of view. But overall, it was about how an organisation of that size can't possibly have every single person in uniform be Evil. From what we see even in the original trilogy, only the people at the very top were capital-E Evil. The rest? Well, we know what ErikB thinks of them. Who cares who they are of why they joined- they have it coming, because they're wearing Imperial uniforms! Kill the despicable scum! Most of the people playing this game will have grown up with some form of Star Wars. But as this thread shows, most of us then also grow up and start to appreaciate how morally simplistic the movies are, and start to consider the bigger impications of the setting. Implications such as how Droids are treated, and the .
  15. All right, ErikB. You've made your point- you really, really dislike the idea of people portraying the Rebels as anything but good and the Empire as anything but Evil. It offends you on a personal level to hear people suggest that they might consider anyone in Imperial service to be anything other than a faceless mass of evil with a target painted on their chest who the Heroic Good Guys can gun down without any moral consequence. That's how you like to see things, that's apparently how Lucas likes to see things, so yes, that's how you can do things. Now, will you please stop constantly giving one-line replies to every post to the contrary that all ultimately boil down to you making the same statement over and over again? Your behaviour in this forum is beginning to resemble that of a Troll. You've had your say, people have read your posts, and if they still don't agree with them you have no further right to keep harassing people with that same point. Kindly cease posting here unless you've actually got anything new to say, or at least until you can say something that consists of at least two to three paragraphs instead of two to three sentances. Regardless of whether what you're saying is right or not, the way you've been saying it here- trying to win the argument by the sheer number of posts you make- is not acceptable forum behaviour.
  • Create New...