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Father Gabe

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    Jacksonville, North Carolina, United States
  1. Father Gabe


    with that said (sorry just saw the date of the last post) DarthGM's creation is inspiring. I am adapting it to my own group in Spring 2018, after I add some more material relating to my campaign. Which, thank you for cranking that out, it really helped solve a lot of problems.
  2. Father Gabe


    I don't suspect FFG will create a Fallout RPG. It will likely go the way Games Workshop did, thanks to the Disney licensening deal. Competing IPs like that is problematic for FFG. It is easier to operate with their own universe IP, so expect Twilight Imperium. Modiphius will likely create a Fallout RPG, as their system is geared more towards it then Genesys imo.
  3. My group has just ended their Rogue Trader with a "season finale" giving me time to rest from that heavy management system and the crazy adventures. We started Deathwatch 2 weeks ago, mainly getting characters built and a brief intro adventure, which will conclude this week. My question will likely seem like a "duh" question but I want to be sure I am on the right track. When constructing missions you have Primary, Secondary(s) and Tertiary(s), which helps determine renown rewards, threat levels and requisition. How do you brief the players? Meaning, do you brief them on all Primary, Secondary(s) and Tertiary(s) aspects of the mission or do you keep some of them "hidden" as they might discover/stumble upon them later in the mission? Example: Mission Alpha (1 Primary, 2 Secondary, 3 Tertiary). Watch Captain briefs the team on Primary, Secondary Missions. However, during the course of the mission, the team stumbles upon different avenues of investigation that may aid Primary/Secondary mission accomplishment.
  4. Remember Rule 0. GM has final say on everything. Doesnt matter if the book and dice rolls say the Storm Shield is available, don't allow it. It's a simple lock on a door? Not if you say other wise, slap that -20 on there. Just don't abuse it. I agree with most being said here. Common man will be in awe of the Space Marines (likely PDF troopers as well), Imperial Guard/Navy will give all do respect and deference to them...however, commanding officers (especially of Lt. Col. and above might need extra persuasion to relinquish command. As far as interactions are possible, that is all on you as the GM. You can make the game heavy social interaction, investigative and problem solving as you want. That way when the battles do come they become these epic confrontations that the players enjoy and relish. From a psychology point of view, if done enough, this could lead to your players participating more in the non-combat areas as it leads to a reward of combat, etc. Lots of good advice on this thread, choose what best suits you.
  5. By squad I meant, I assumed the whole squad was hit, not just (1) player. That's rough, but I get it now.
  6. If I am understanding this correctly, when using hordes for combat the following happen: In Melee: If the entire squad is swarmed by 30 Cultists, each with 2 hand weapons, swift attack; the Horde will make 2 attacks on each of the 5 members squad. If the hordes hit any members of the squad, then the squad will take the damage of the weapon + 2d10 extra damage per hit? At Range: If the entire squad is shot at by 30 Cultists, each with autoguns; the Horde will make 1 attack on each of the 5 members squad. If the hordes hit any members of the squad, then the squad will take the damage of the weapon + 2d10 extra damage per hit? Sorry for the basic question. The Horde system is a bit confusing for me regarding attacks on the squad. Its either everyone is hit or one poor soul is hit. Thanks in advance for help and clarification.
  7. I am curious. If the crew were able to successfully salvage that ship, limp it back to port, wrangle ownership from Imperial Authorities, why would there be a loss of Profit Factor? Couldn't the players simply just make some difficult rolls with PF and acquire parts/labor, etc. to get the ship back into operational mode? The ship was already "operational", and the books walk you through repairing, refitting and time for ships. Perhaps I am missing something, or is this a GM prerogative to make such a prize unattainable? For my group, what should have been a one shot adventure (or 1/2) of one, turned into a 3 session adventure as the players seized control of the ship, countered the extra difficulties I implemented and "acquired" the ship. I havent set the ship type yet, or repair difficulties, etc., but I fail to see the issue of rewarding players something like this, what am I missing?
  8. Here is the word from the designers, making me wish other game companies would be as prompt. This answer is in line with what a few said, which I already accepted, this was just nice to have an official clarification. Thanks again community for helping. Both “1” and “+1" signify that installing the listed Component costs 1 Ship Point (SP). However, there is a difference between 1 and +1, albeit a subtle one: 1 indicates that the Component takes up 1 SP on the ship. +1 indicates that a Component of this type would normally not require SP (because it is an Essential Component, usually), but the individual example is larger than most Components of its type and thus does require 1 SP to install. I hope that this helps! -- Max Brooke
  9. Fair enough. Regardless, I am still leaving it at it costs 1 (or 2) not matter what. If it is a typo, then it is a big one as it happens in several supplement books. I still intend to to find out what the designers were attempting to do there. It seems to me that there is a reason for the (+) sign being/not being there is all. Now it's a matter of curiosity.
  10. Gotta say, that whole 1 or +1 is pretty confusing. Don't know if anyone at FFG will respond to email or posting but I will try. For now I am just going that it adds 1 and its a typo.
  11. Thanks Mordechai. I was speaking towards character creation moment. I wanted to make sure that we did it correctly, even though we've been playing for 2 months. Is there any difference between the 1 or +1; or is that a typo of some sort?
  12. You are correct about the Rak'Gol. I had it confused with the another creature (Necron Tomb Stalker or Squiggoth...not sure now), the Rak'Gol Reaver from Koronus Bestiary had body AP 9 and TB 10. Even then the players are dishing out barely enough damage to affect it. I really don't mind the players carrying what they have, even modifying with a personal touch. I just want to make sure we are all on the same page with how we are proceeding, its been 13 years since I ran an RPG, I want to make sure I am not coddling or hindering players. I will likely reduce the armor of the Rak'Gol (or TB) or similar creatures until such time I need to reset to previous levels.
  13. Lets see if I can make some sense for you all with my question: when constructing a ship I was a bit confused on an issue. My players have 30 PF 60 SP (if I remember off hand). They want to buy a ship that has an SP of 55. Does that mean they can only afford up to five other components with the remaining +5 SP? The reason for my confusion is as I look through the components in the main RT book, some components have a SP +1 some just say SP 1, do those both cost SP 1 or are they different in some way?
  14. Depends on how many they are attempting to acquire. That Extremely Rare is the start of determining the difficulty(+) Scale (12 - 24 squadron size) (+) Vehicle Acquisition Penalty (-10) = bonus/detriment % to Profit Factor Acquisition roll. No on starship penalty btw. Example: Single Bomber (Extremely Rare - 30) + Scale (Single + 30) + Vehicle Penalty (-10) = PF 50 - 10 = 40% chance of success. Squadron of Bombers (Extremely Rare - 30) + Scale (Minor + 10) + Vehicle Penalty (-10) = PF 50 - 30 = 20% chance of success. Of course if the Rogue Trader/Seneschal wants they can attempt to bargain/commerce test against the opposing side to get a bonus or negative to their roll of +2 for each degree of success or -2 per each degree of failure. Hope this helps.
  15. Okay I am sure someone will read this and think "man how can you not figure that out?" I just need a little clarification before I start scaling up encounters for my players who have weapons with low penetration values (7-10). Scenario: Players face off against a Rak'Gol (armor 16 body, TB 10). Player A fires his Heavy Bolter on full auto, scoring 5 success. Rak'Gol fails to dodge. Which of the following happens: Question 1: would Player A roll all 5 sets of damage dice (1 for each success), add them together, subtract Rak'Gol Armor/TB, then I deduct remaining damage from total wounds? Question 2: or would Player A roll each damage dice separately, I subtract Rak'Gol Armor/TB, then deduct remaining damage from total wounds? If the answer is question 2, how are players suppose to fight off something that all but heavy weapons can harm (barely)? Right now the party seems to be sticking to melta gun, custom big shoota, hellpistol and grenade launcher. I realize it is up to me to determine the scale (which I can obviously reduce the Rak'Gol) but i want to make it challenging (and often stick to what the pre-made mission says) but not so challenging I am killing players at every turn. The group (6) players tend to concentrate on getting armor upgrades, weapon % upgrades, their characteristics are increasing greatly, but no extremely lethal weapons. I am not sure I am doing enough to convey to them that they have a plethora of options available to them. I am kind of stuck here on pushing the enemy level on these guys, I am not trying to kill them off but I don't want to throw stuff at them that is way out of their league which could end a session with most the party dead.
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