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  1. So, firstly, it feels really nice to know I'm not the only one keeping obsessive track of dates in my Rogue Trader games. Secondly...I've been using the wrong dating system and the massive bound journal that one of my PCs has been keeping - all hand written, in character, with a fountain pen - ARE ALL WRONG. ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGHHHHHHHHHHHHHHH!
  2. Oh, don't worry, the plan was decided at the end of the last session, and so I've had a nice week to whip up a titanic 12-endeavor meta-quest. I'm just amused that my villain - this evil plotting radical ordos xenos inquisitor who operates through twelve levels of false leads and agents and operatives - had this complex plan involving sneaking an agent onto the PC's ship, sneaking a gene-targeted murder drone into the Navigator's chart room (loaded with a modified tyrannid bioweapon, none the less) so he can orchestrate the navigator's kidnapping whilest the PCs are out in the Expanse... And then the PCs change the entire milieu and focus of the adventure. I'm planning to have him compliment them on seeing through his plans and so completely ruining a lot of them. I expect them to blink and go, "...huh?"
  3. Hey, hey, hey...my players don't trifle around with trade. They are like, "HEY, LETS CONQUER THE SPINWARD FRONT!!!!!!!!!!" and I'm like, "Okay! *quietly crumples up my entire campaign's premise and throws it away*
  4. I was actually reading through the suggested Endeavors that no one ever uses, and I was amused to see one of the Lesser examples was to do a standard trade run between two places...and the last objective was essentially doing something unrelated but flashy and ostentatious so as to not gain the reputation of a dull chartist.
  5. Okay, so, I was just thinking about something. I've run RT games for years. I have never. In My Entire LIFE Run a game that actually has the simple act of trade. My PCs don't buy stuff in one place for cheap, then move it to somewhere else. They're always fighting wars, colonizing new planets, looting ancient worlds of their riches, stealing Orkish dabloons, and generally being these swashbuckling star privateers. Does anyone actually do trading around here? Or is that **** for chartists?
  6. I never liked the misfortune being fixable thing...considering how big 40k's universe is and how fast things can go wrong, it never felt right to me that you can recover your PF by rushing off to bury the bodies five months after things went wrong. Plus...it is only 1-2 PF. That's not THAT much, considering each endeavor (if successful) should be pulling down between 10 and 15 PF, once you take into account ship components and PCs overachieving.
  7. My players were whining about not being challenged enough. So, I added 10% to every enemy ship's crew rating, hauled out the Navis Primer warp rules, included the various acquisition test penalties that Into the Storm added, and made up some modified upkeep and misfortune rules that...honestly, I really like! HERE THEY ARE, COPIED RIGHT OFF THE FACEBOOK GROUP I POSTED THEM INTO SO THAT MY PLAYERS COULD READ THEM. [paragraphs about acquisition penalties and drawing unwanted attention deleted] Another way that [profit factor] can be reduced in the short term is by Upkeep - the oft read and yet almost never used rule that I will now include. Upkeep's rules for when they are applied are super vague, and so I will now MODIFY THEM TO BE MORE CLEAR! WOO! Upkeep happens when you dock in a "friendly" port. It covers the buying new macro-cannon shells, restoring victuals, and giving your machine spirits a tune up. It DOES NOT cover re-crewing and giving your crew a moral boost (those are covered by their own rules.) You roll an Upkeep roll as a dirt simple PF check (with modifiers for the scale of the population and quality of the station. It is the inverse of the bonuses in the Acquisition chart. For example, Footfall is a poor quality port - lawless, cut throat, not well provisioned. However, it is vast, with a population well over 10,000. So, the total modifier to your Upkeep is +20, -10 by poor quality, +30 by the vast quantifier. Further modifiers WILL be incurred by tech level...it is hard to get macrocannons from feudal worlds. But not IMPOSSIBLE because you DO have manufactorums...) So, what happens if you fail an Upkeep test? You got three choices. 1) Disable ONE item or component. Pick either a SINGLE component or ONE ITEM PER CHARACTER. This component is rendered inoperable due to lack of materials/supplies/machine spirits...or the items are unable to be used due to lack of ammo, fuel cells, or maintenance. (Example: After a four month voyage, the Hephaestus stops in orbit around Zaynth, the War World. Due to the various penalties, the Upkeep test fails. The group elects to render their starboard lance batteries unavailable due to being unable to get replacement lance cells. Alternatively, each PC can give up one item until the next upkeep test. The items or lance battery isn't lost...it just can't be used.) 2) No Restocking. In this case, you have resources for the guns...but not the crew. Your stores DO NOT REPLENISH! (You can replenish your stores at uninhabited, but life sustaining worlds, if you are willing to hunt the local wildlife while also netting ice asteroids with gun-cutters.) As a note, running out of stores does NOT instantly cause death - rather, it slowly chips away at morale and causes pellagra and scurvy. 3) Overstretch Profit Factor. Your PF? It is reduced by -5 until you raise it. If six months of REAL TIME (not warp time) passes without you raising it, it PERMANENTLY DROPS BY 5 as trade partners get fed up with the strains your endeavors put on their markets, your funds deplete, and other bad things happen. There is something else that can drop your Profit Factor - Misfortunes. At the start of every Endeavor, I will roll to see if a Misfortune happens. Don't worry...it won't happen every time. Do worry: When it happens, it will sink your profit factor. No chance of fixing it - the Koronus Expanse is vast, and by the time you hear your Cold Trade transports have been smashed by Orks, the corpses are buried and the profits lost. Fortunately, the MOST you can lose this way is 2 PF (the book has a 1d5 misfortune, but I'm ejecting that due to the lack of recompense), and you can recoup the losses by completing endeavors in a timely fashion. The road to glory will be paved with trials. I hope these rules will keep that road...interesting.
  8. It...seems a little odd to me. The 40k RPG combat system revels in the small details: The gory critical hit tables, the varying tactical options for placement and cover, the multiple useful actions - stun, knock down, disarm - and so on. There's a reason why I always run large combat as being a bunch of minions and a bunch of enemy minions fighting while the PCs take on the big, interesting bad guys, with a few command checks to see how the minions fight, with bonuses for good roleplaying and tactical thinking.
  9. One way to make the "run back to port and lick their wounds" tactic less easy or less desirable...AND a way to make crew and morale loss matter more is to just make Warp Travel kick the **** out of the ship more often. That's how my GM runs it. When entering the warp means that you have a good chance of having to drop out of warp to avoid a massive demon punching your ship into oblivion (as happened to my poor Enterprise) then zipping back home every time you lose a few hundred ratings is less popular. Finding a world with a human population suddenly gets REALLY exciting - crew restoration! YAY! Hell, just finding a life sustaining world is amazing, because you can give the crew shore leave and get some fresh vituals! That's why I love the Navis Primer so much, though our group had to modify the psychic trials to basically play round robin - starting with the navigator, then rotating through the rest of the group (I.E, the first psychic encounter is dealt with by the navigator, the second by the person to the navigator's right, then their right, and their right and so on.) The downside, of course, was the 2 hour Warp jaunt that...again, ended with the giant demon face punching that killed half my bridge officers and 9,600 ratings. But, hey, if your players have to SERIOUSLY consider going into the Warp as opposed to toughing it out, then that means the really interesting and fun rules involving morale, crew, and supply crop up! Worth a shot, at least. EDIT: Oh, also, all this stuff? Repairing in orbit over gas giants and giving the crew their three weeks of vacation on a oceanic planet, and such? That eats up time. It lets the players grow old and train, and catch their breath, and roleplay. AND, it means their crew eats up their victuals, and gets everyone a step closer to scurvy! In other words, THERE'S NO DOWNSIDE...FOR THE GM!
  10. I think they do them in 10,000 strong lots. Kneel in pews before the Golden Throne, while savants hook their heads up to the device, and the God-Emperor touches them all at once...
  11. Something to remember: 40k ship combat is heavily...inspired by 18th century sailing ships. And in those ships, there are lots of examples of smaller ships rushing up, and a brave crew overpowering a far larger crew with shock and awe tactics. Didn't a famous admiral capture something close to a 100 ships despite being in a dinky tiny ship - all because he was willing to sail up and jump onto the enemy ship with dash and elan and so on and so forth?
  12. Actually, the Imperium could drop a specially trained Astropath onto a planet's surface - one filled with cybernetics that will immolate him or her if they are ever captured. And there ARE assassin cults based around information gathering. It's just that information will be filtered through dozens of layers operational division. So, the Vanus Temple assassins learn about the planet, then send it telepathically to the Inquisitor who called them in, who deciphers it with their Adeptus Astra Telepathica contacts, who send it on to be looked over by the Magos of the Tech-Priests, the Navy Admiralty, the Imperial Guard Generalship, the Ministorium Reps (mostly Ecclesiarchs and high ranked Sisters of Battle) AND the local Space Marines who are involved. All of them dicker and bicker and argue over who gets to do what where for what reasons. Yes, mysticism and religion do play a part here - they read the Emperor's Tarot, and they divine and auger and kill goats and splatter their entrails...but remember, this is a universe where divination WORKS (kinda). Where God is literally real, and can guide his chosen through the Tarot - the actual cards are psychoactive. Where you can have a psyker peer into a scrying pool and state prophecies that foretell where orbital defense placements are, and where naval concentrations are. Then, once the plan is decided, the information is again filtered, again split up. And...again, this makes sense. You're fighting enemies with psykers, or better ops planning, or some other eerie ability that can see through your plans. So, you at least try and chop up the information so that a lucky mind reading or a single turncoat doesn't doom a million million men. Remember: The Imperium doesn't hate knowledge. It fears knowledge because of what it has done in the past. As the old saying goes: Knowledge is power. Hide it well.
  13. Gah, I hate people like that, Lodge. I mean, if you want to play a Catholic Space Nazi, play Dark Heresy! Rogue Trader is to be the WEIRD people of 40k! And that's something else I love about 40k: It's conformist, and yet so vast that non-conformists are still present in numbers beyond counting. I mean 0.1% of 12 quintilian people is a LOT of people...
  14. I took keep a log...though, I assume that all game start at 816.M41-1 [1] That's the year of the current millennium (816), the current millennium itself (M41), the current day of the year (-1) and the current subjective day [1]. Then I just assume that the Warp Time to Real Time is always at a 1-12 ratio. So, after a few warp trips, the date starts looking like this: 824.M41-331 [1.194] Which means that my log covers 1 subjective year and 194 subjective days, and 8 years and 331 days in real-space. Warp Travel DEVOURS time like you won't believe.
  15. I had a thought. The difference between a ship with a medicae and a ship with the Medicae Deck component is the difference between a small chamber for treating officers and a sizable hospital for treating the crew. The difference between a ship with a launch bay and a ship without is the difference between a ship that has a few shuttles and lighters crammed into a few odd places and a ship that has flight after flight of heavy landers ready to go. The difference between a ship with a trophy room and a ship with the trophy room component is the difference between a quiet lounge where you and your buddies can enjoy a few bottles of port and admire your stuffed 'nid head...and having a small mall dedicated to your sheer awesomeness.
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