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  1. LeBlanc13 said: Experience and maturity aside (Most of my group is in the 30+ age range and been playing for 20-30 years) this can still be hard to deal with if players are heavily invested in their characters. If handled well, I'm sure it will be fine. If not, then you're looking at some issues. More power to you if your group is good handling situations like this without too much back lash. Games where the PCs have a hierarchy can be tricky. I've played enough military games to know that nobody likes taking orders from someone. At the same time, I also notice that if there is no direct designated "leader" that often someone takes charge anyway for certain decisions because everyone else either won't come up with a better plan or they don't want to risk humiliation when things go badly. However, in this case, we're all 40k fans to the point that we're all aware of the kind of game this is, and our mutual roles therein. Everyone has a share of power, but ultimate authority is invested in one person, and that one person often has a lot more problems to deal with than just commanding the ship. My Rogue Trader has to deal with his dynastic noble family, for instance, some of whom would like nothing better than to have his Warrant of Trade revoked (in spite of the overall disgrace to the family that would bring) and his ship sold off, and my character himself sent into the Imperial Navy or something. Not to mention all the other rivalries he has to contend with. So I think we all understand the troubles everyone has to bear. I also know when not to push things too far. The best thing to do is just delegate authority to everyone, give everyone a task to accomplish but be ambiguous enough that you're not telling them exactly how to do their job.
  2. LeBlanc13 said: Wayfinder said: Do I have the right to judge him as Lord-Captain? Or must I deliver him to the Eccliesiarchy? This is why our GM won't let us play either a Rogue Trader or an Inquisitor. Too much power held over our peers. I'd hate to be in the position to have to discipline another players character. Fortunately, all of us are very experienced players. The contrition displayed by the Missionary player has been very convincing, playing his part almost to the point of tears (the guy rolled something like six or seven 00s on his Scrutiny tests when he was talking with some of these people). The Sister of Battle on board wants him to self-flagellate with a scourge. I think some time in the bowels of the ship where I keep my gaol will give him time to reflect on his naivete.
  3. As Rogue Trader with a Warrant of Trade inherited from my character's father, I understand I am the law of my ship. However, I have detained my Missionary for failing to detect the presence of heresy and Chaos among the quaint peoples of a Feudal World in the Koronus Expanse. He had spent many days with these folks, but it was my Seneschal who figured out that something was amiss. After a surprise attack which cost the lives of over 400 of my crew members, we were able to scour out the source of this taint and purge it with flame. I don't plan on executing this Missionary (a PC). He's been quite humbled by the whole thing. Still, I feel an example has to be made somehow for gross incompetence on his part. Do I have the right to judge him as Lord-Captain? Or must I deliver him to the Eccliesiarchy?
  4. You're welcome to join my hearty crew if you're in the Portland, Oregon/Vancouver, Washington area. I may have to hang my Missionary for gross incompetence for not detecting the taint of Chaos when we initially scouted out a backwater feudal world in the Koronus Expanse. Lost more than 400 of my crew to fanatical cultists led by a Chaos psyker. Thank the Emperor for the Sisters of Battle who journey with me, or things might've been worse. I currently have this man of the Ecclesiarchy detained in the lower levels, awaiting a trial. Should you replace him, bear in mind I am not a forgiving Captain.
  5. Sweet. Even if the idea of having Adeptus Astartes anywhere near my ship makes me cringe, it's good enough for me to buy it. Just have to keep them on one of my transports.
  6. Do Cameleoline Cloaks offer concealment from IR Goggles? To my way of thinking, they probably don't based on their descriptions. If you've ever seen IR systems work, clothing will not conceal you because you emit heat, which translates as infrared radiation that is detected by the IR system which translates that into imagery.
  7. My Rogue Trader is Lord-Captain Quinn Ravenhearst, Commander of the Cruiser Vanguard, the strike frigates Partisan and Winterguard, and two transports (Winterguard was captured from Lord-Captain Shang Ye's fleet). Quinn is the bastard noble son of Tybalt Ravenhearst, who was the Partisan's previous master, and his concubine Eleanor. As none of Tybalt's legitimate offspring wanted anything to do with flying about the dark void in favor of sheer hedonism of noble life itself, Quinn was groomed to be Tybalt's replacement. His half-brother Phillip would take over as head of the Ravenhearst Family on Scintilla. Tybalt was killed by the Eldar pirate Sarkanna. Quinn is a bold adventurer and a keen strategist. With command of a small strike frigate, he journeyed into the Koronus Expanse and promptly began to carve out an empire for himself in the name of the God-Emperor. Immediately, he made enemies, the least of which is the more powerful Rogue Trader Shang Ye, who has several holdings throughout the Expanse. This rivalry would become utterly bitter indeed when the Cruiser Vanguard, appeared out of the Warp after four hundred years. Through daring and perseverence, the plucky crew of the Partisan took the Vanguard for Ravenhearst and made a name for himself throughout the Calixis Sector, along with one of Shang Ye's own frigates, the Winterguard, for good measure. It was a slap to the face that Lord-Captain Ye would never forget. The Vanguard is a light cruiser, and is in a constant state of renovation, repair, and refit. She is undercrewed, staffed only with a skeleton crew of 40,000 where 65,000 are needed. Lord-Captain Ravenhearst has established his flag there and has taken up the sumptuous apartments as his quarters, behind which reside the convent of the Sisters of Battle contingent, led by Sister Mary Honorius. Having the Sisters on board renders a very rigid faith on board the Vanguard, due in no small part to Missionary Decius Cortes and his staff of ministers. The Lord-Captain has what we've created was a command stage on the bridge that lead directly to his chambers. Only two people are allowed on that stage with him is his Senechal, the Lady Flavia Dietrich, and Sister Mary Honorius, who also serves as his personal bodyguard. Anyone else risks "rising above one's station," and could find himself put into an airlock summarily. We generally play with an approach that is one part Master and Commander and one part Raiders of the Lost Ark. Shang Ye has been a remarkable nemesis along side the Eldar pirates that Quinn hates due to the fact that an Eldar killed his father.
  8. Luther said: Wilfred Owen said: I noticed that 'starting level' Ascension player characters are more powerful than beginning level Rogue Trader pcs. This means I will have to rethink my plan to run an Ascension/Rogue Trader campaign. It's no great issue, however. Yeah, that was the only thing that disappointed me. But, everything else was so great that it was only a slight disappointment. I figure that NPCs 4 Ranks higher than the PCs is a good start for a villain, so I'm still going to get some use out of it and I'm sure that once folks have reached 4th Rank in the RT game, which really isn't that far away, there will be some deaths that open up a spot for Ascended characters. If the Rogue Trader dies, for instance, perhaps his brother, an Inquisitor looking to retire, takes up his warrant of trade (there is mention of this sort of thing happening in the original 40k:RT book). Also, once Deathwatch comes out, I might start running a DHA/RT/DW campaign in which the adventures are split into multiple parts that feature characters from different ends of the spectrum all working at different goals. So a RT adventure might uncover something that interests an Inquisitor and his Throne Agents whose investigations reveal an alien horror that requires him to call in the Deathwatch. Until then, however, the Influence tables, wargear, new adversaries, Master Skills, Paragon Talents and setting info will be very useful in the upcoming campaign... I've got a Rank 7 Rogue Trader myself, and I'd like to know if my Lord-Captain can use anything out of this book (until they come out with an RT version of this book). I figure I'll get it sooner or later for my DH campaign, but I'm in no hurry.
  9. During a Rogue Trader game I'm playing as the Lord-Captain in, we decide to raid an Ork convoy that was on its way to one of my planets. We waited in ambush and my small fleet managed to wipe out all but two Ork ships. On my Cruiser, the Vanguard, we have a detachment of the militant order of the Sisters of Battle, and I order both them and my contigent of Imperial Guardsmen onto an Ork transport to capture the ship (I plan on converting it into a prison ship). They go in, and naturally the Orks are prepared for them. But when the Nob saw that it was Sisters spearheading the assault on his ship, he shouted out, "******* of Battle! Waaaaugh!" That had us all rolling in laughter. From there on out, we never referred to them that way again. They appear to enjoy their new moniker.
  10. That was my thought as well. Surely the Emperor knows her heart, on some level, was the way I thought about this, and I was getting set to make a ruling along those lines. However, I wasn't too sure. Another question arises when she might do something to break her oaths to the Sisterhood. Not that she has done it, but there are times when this Sister of Battle PC seems a bit friendly toward the Guardsman PC who has repeatedly saved her life (He and the party Psyker ran into a Chaos Cult's stronghold to save her from being sacrificed - and came to love Heavy Bolters). So far, there's been nothing romantic between the two, but I have to prepare myself for such an eventuality.
  11. I'm a little unclear about this; maybe it was addressed somewhere and I'm just not seeing it, given how busy I've been lately. But, who precisely can do this, and is there any game mechanical effect? To give you some context for my question, one of my PCs, a member of the Adeptus Sororitas, is about to be excommunicated entirely on the false testimony of a traitor within the Inquisition itself! The other PCs are convinced of not only her innocence, but of the rival Inquisitor's guilt (she's been collaborating with heretics of Chaos), so things are about to get very interesting. What I need to know is could Excommunication itself bar a Sister of Battle from using her Faith Talents, even though she's utterly innocent?
  12. I've been where the OP has been at one point, but I found that if you let the dice fall where they may, the game becomes a lot more fun. I don't even hide attack and damage die rolls behind the screen anymore. There is a fine line in RPGs, where at one point you're trying to help fashion a story and at the same time you're playing a game. In my opinion, after so many years of playing and running these games, it's more important to stress the latter. Why? Because RPGs are not novels, movies or plays. In novels, movies or plays, protagonists rarely ever die, and when they do it is a major event. But in RPGs, PCs die more frequently, and they often do it without a whole lot of purpose, whereas if a protagonist in a novel dies, he's sacrificing himself or he's dying to help fulfill the cause of the others in some way. True, a PC could have a noble death and he could die to help further a cause, but the chaotic nature of the game aspect makes this something that's not entirely in either the PCs or the GM's hands. If you were writing a novel or a film, you'd come up with something glorious for a protagonist. If you stress the story aspect of RPGs, what I find that happens is that the players will come to realize that their decisions won't mean too much to their character's ultimate fate provided that it coincides with what's happening in the story. Meaning that it'll feel like the GM isn't going to let your characters suffer because of a bad decision made by you, and that can really hurt a game. When you begin to feel like you're being molly-coddled, that you're hand is being held, now you're no longer playing an RPG, but are now playing D&D 4E. This is not good. We're playing Warhammer 40k, folks, and this is a dangerous universe. Death should be lurking behind every corner, in every dark place, in every secluded room, waiting to pounce to the ill-prepared. Naturally, though, you have got to be fair as much as you can. So, let the dice fall where they may, and adjudicate fairly. Because, in truth, players worth their salt will not mind so much that their character was killed as long as things were fair. As long as things are fair, they'll gladly roll up a new character and try again.
  13. Terminator Armor Dreadnoughts Scouts Xenos Everything Leave nothing out.
  14. Neither shall I. It gives the Space Marines character that they do not allow women into their ranks beyond the fact that the process meant for converting a man into a Space Marine only exists for males (though I did read somewhere that it was once possible to do so for women, but is now lost). It builds great esprit-de-corps that is part of the heart and soul of what it is to be a Space Marine, and a soldier in general. Besides, there is a place for women throughout the Imperium, most particularly among the Inquisition and the Adeptus Sororitas. To Hell with Political Correctness.
  15. HappyDaze said: Wayfinder said: From what I understand, given the text of the Seneschal's section, this officer basically makes sure the ship is running properly, their expenditures are under control, and tries to maximize the profit margin of any given voyage. Am I wrong to assume that this guy is, basically, second in command? Or, at the least, he's some sort of Executive Officer, not necessarily second-in-command, but the guy that is in charge of overall ship management? The Seneschal is a finacial advisor and a spymaster. Much of his role is in collecting and processing information that comes from beyond the interior of the Rogue Trader's vessel. He's not necessarily someone with command authority over ship management - I see that as being more likely to fall to the Voidmaster. However, every Rogue Trader sets up his inner circle differently, and some Seneschals may actually be the true power behind the throne. BTW, I've found nothing that suggests a single vessel would have more than a single Navigator. These are a scarce resource, and the Navis Nobilite want to keep it that way. Place two on a vessel, and the captain now has the ability to threaten either (or both) - not a good thing for the Navigator. Some may make a concession for playability - that of placing the Navigator into firefights - but in-setting there really should be very few ships with even a pair of Navigators assigned. Most of this would apply to the Astropath Transcendent too - these guys are rare even among the Astropaths, so having two or more clumped in one location is unlikely to occur. What I meant about staff for the retinue was individual personnel assigned to the service of these people. The Navigator surely might have servants and possibly security to help protect him and to help him do his job. I didn't realize that Navigators themselves were that rare, but couldn't Navigators bring up novices in their trade? New Question: The book occassionally refers to Rogue Traders bringing on aliens in certain capacities, most often as auxillary or even advisors. Since my player's ship will have a Sister of Battle aboard, how might this cause trouble aboard the ship?
  16. Thank you for your quick responses. I have some more questions, mostly regarding the Seneschal and the execution of her duties. From what I understand, given the text of the Seneschal's section, this officer basically makes sure the ship is running properly, their expenditures are under control, and tries to maximize the profit margin of any given voyage. Am I wrong to assume that this guy is, basically, second in command? Or, at the least, he's some sort of Executive Officer, not necessarily second-in-command, but the guy that is in charge of overall ship management? Onto Crime and Punishment. At some point, it's inevitable that a crewman, be he an ordinary scrub or an officer, is going to violate the ship's rules, or something more serious. Is it up to the Rogue Trader and his retinue to determine how justice is meted out? Or is there some sort of regulation pertaining to such things? What role might the Seneschal have in meting out punishment? Does each member of the Rogue Trader's retinue (the other PCs) get full staffs of their own? I can imagine a Navigator PC with a whole staff of people under his wing to help him do his job.
  17. What kind of stats might a live and healthy Space Marine have? Not his armour; I can already figure that out.
  18. Generally, I'm fairly knowledgable about the 40k universe, and I like Dark Heresy a lot, and I'm just now jumping into Rogue Trader. I've got a couple ideas for some adventures, but my players asked me some questions that, frankly, I didn't know the answers to. 1) It is written in several places that Rogue Traders often command multiple vessels. Do the PCs start out with just one ship, or the one ship accompanied by several lighter vessels? 2) If a Rogue Trader has multiple ships that are his (or his Dynasty's, at least), do they all accompany him, or can he send out Transports on routine cargo runs on the trade routes he has established? And if the latter is the case, wouldn't they be relatively unprotected if they go at it alone? 3) If a Rogue Trader has multiple ships, are all the captains effectively Traders too, but without the Warrant of Trade? Do they all have to be PCs? 4) The crew of the ship they made is more than 25,000. That's a lot of mouths to feed. I don't know if overhead is an issue to be handled in the game, but how is a crew sustained during a voyage? Are there massive gardens or Soylent Green factories aboard? 5) The Captain's Cabin. My Rogue Trader Player wants to know generally how big a cabin he gets. I thought, given the size of their ship, a mini-mansion might not be out of the question. What is a common expected accommodation for the captain? 6) What about the other PCs? What kind of accommodations might the trusted retinue of the Rogue Captain expect? Given each individual career, I'm sure maybe the Navigator and Astropath Transcendant might have very different accommodations than the Arch-Militant. 7) How is a ship's crew comprised? With 25,000 or so, some are going to be in Engineering, some are Security, some are Gunners, Cooks, Medical, Chaplain support. Are there other departments? 8) With all these crewmembers, it seems as though the PCs will want to try to solve every hostile action or potential hostile action that isn't in space by sending down large detachments of "troops." What I'm asking is how do I get my PCs involved in something without it always being a surprise attack by some bold Orks that they would rather handle themselves without pulling a Zapp Brannigan and sending wave after wave of men at the problem? 9) One of my PCs wants to be a Sister of Battle. What role might she play on the ship? One thing to note is that there is no Arch-Militant, so my first thought was that she might take up that role, but I can't help but think that's not going to be a permanent position if the Adeptus Sororitas has anything to say about it. 10) Small craft? How many smaller craft might a Rogue Trader's ship have? 11) Going back to my Rogue Trader player, he wants his own harem. Would that cause him any problems with the Imperium in any way? 12) The subject of harems brought up the topic of women. What might life be like for women aboard the ship? My Sister of Battle player, a woman herself, offered up something interesting: that they see it as their duty to procreate for the ship (her words not mine). Is that plausible? Just a few things to help flesh out my adventures. Thanks!
  19. LordMunchkin said: Wayfinder said: Sorry to ask, but why aren't rules for Space Marines included in this game. Every time I run this I get the same question; Why can't I be a Space Marine, even just an initiate Scout Marine? Wayfinder said: Sorry to ask, but why aren't rules for Space Marines included in this game. Every time I run this I get the same question; Why can't I be a Space Marine, even just an initiate Scout Marine? This is due to severly conflicting fluff on the abilities of a SM in 40k. Sometimes their just excellent soldiers, however more often than not, they are represented as near gods. As most people who want to play SMs want to play as gods, it is incompatible at large with DH because not everyone wants to play a SM, and those that don't are extremely limited in power when compared to them. You mean the "named" characters, such as commanders and such? Because I don't necessarily view them as gods, but definitely superhuman. However, I can see some of the commanders, chaplains and librarians as god-like in their abilities. I can understand how those that won't play SMs will be weaker in general offensive power. But, to my way of thinking, 40k has always been based around the exploits of the Space Marines and the Imperial Guards. True, it has expanded into the Inquisition, the Sisters of Battle (who I always like to augment with my Black Templars, just because they're cool), and into Chaos and the alien races. To leave out the Space Marines seems a disappointment. To make matters worse, I still don't have a frame of reference for the typical Space Marine should my PCs encounter one (though, admittedly, I don't have all the books). We like being Inquisitors, but my players, and I, want to role-play Space Marines. Is there any plans for a Space Marine supplement?
  20. Sorry to ask, but why aren't rules for Space Marines included in this game. Every time I run this I get the same question; Why can't I be a Space Marine, even just an initiate Scout Marine?
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