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Father Gabe

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  1. Father Gabe

    Fallout?

    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

    Fallout?

    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.
  16. Well the players have a lot to take care of before running around with 50+ bodyguard. I started them out as normal characters but a seriously under-crewed ship, little transports (gun cutter and 3x aquila landers) and an old rhino. After about 5 sessions now they mostly concerned themselves with acquiring personal items, ignoring their ship, crew and tools of the trade. They currently have no real direction lol, despite explaining the game, what they can do (pretty much anything), etc. I think they still have Pathfinder/video games on their brain, because they loot every encounter and are looking for something of personal value in every cargo hold, etc. All except the ork freeboota that has aspirations of being a Rogue Trader with a mighty empire, fine women, and lots of teef (it's crazy I know, but his background story really plays up to this). At any rate, now that they have a platoon, they are stranded, about to take on more people, a new xenos character and whatever other trouble they find, they might actually figure things out...or keep giving me great plot devices. I have been looking at the Only War and Deathwatch combat systems (comrades and hordes) and I think I have a good handle on what to do, I just need to commit it to paper. If it works out ok (or regardless if it does) I might post up here and see what people think.
  17. Well after the first skirmish they brought NPCs which cost the lives of some, they hired on some ex-guardsmen and outfitted them quite well (we used regiment creation rules for Only War) to assist with the ship security, etc. All these ideas are working out as I make notes on how to handle combat for the NPCs by using the Hordes rules from Deathwatch. And it gave me another idea that if/when the players send the NPCs off on a mission while they do something, I can have backup characters made for these NPCs and run a different adventure with the players in control, using Only War/Deathwatch rules...a little something for the future.
  18. Great ideas. I am going to move forward with some of these ideas and see how it works next few game sessions. What I am concerned with really is the Astropath bringing another of the ships astropaths, Explorator and Rogue Trader brings 5-10 guards, Navigator and Void-master always tries to stay on the ship to "nuke the site from orbit", and the Ork Freeboota/Mekboy tries to bring along the 4 orks he recently "pacified" into joining; all when they make planet fall/board a derelict vessel in anticipation of danger. I dont stop them but with some of these suggestions I can get around the combat fairly easily now, it appears I was already on the right track.
  19. Not to sure about that one. The sheer size of the void kraken vs. a ship (even a cruiser) is considerable. Try https://drive.google.com/file/d/0BxYPI8sS1DsYblpVU3NfSFVYTW8/edit
  20. One book for navigators and how they are treated can be found in Wolfblade by William King. Keep in mind, that Rogue Traders do not often interact with the common man, but more often with officials, nobility, etc. Sure the common man is going to be fearful of the Navigator, but even the Inquisition is hesitant to mess with the Navigator Houses. Wolfblade really shows a lot about high society and Navigators. The Inquisition War series is another one. I have to disagree with people interpretation of Astropaths. The books from the Horus Heresy series paints a respected, noble light around the Astropaths. Keep in mind that Astropaths are kept from the common man and are usually around governmental officials and such (Rogue Traders), you wont find Astropaths outside of official capacity and not necessarily on every ship. However, Sanctioned Pyskers are feared and often met with fear and loathing.
  21. A couple books you might want to read (I will have to get the titles) but high society deals with Navigators differently then "normal" mutants, Navigator houses are courted by nobility, investors, etc., considering Navigators are the surefire way to operate through the warp. Navigators are unique, special and feared (not just because of some odd mutation) and are actually treated with a great deal of respect. The same applies to Astropaths, though maybe not through nobility, they are the life blood of the Imperium (literally in the case of the Emperor) and communications with other worlds, sectors, segmentums, etc. are impossible without these vital people. Keeping that in mind, people will be a little cautious around them because of how the Imperium brands psykers, but these are "ok" psykers. The common man will be scared/nervous/uncomfortable around these two but rarely will act hostile. A Mutant PC with obvious mutations is likely going to be met with open hostility, even on planets that utilize mutant indentured/slave labor force. Even human prisoners/slaves are treated (barely) better than mutants. So encountering them with Rogue Traders could cause some conflict (interaction penalties).
  22. Awesome, after the next 2 sessions, it is looking like this is what the players will be looking toward. Concerning the Rak'Gol, I am concerned with sending the party up against them. They have, as an example, Body Armor 9 and TB 10; so the party would have to have weapons that can either penetrate that armor or do over 19 damage to start hurting them. Should I "dumb" them down a bit or let it be? Stealing what you posted concerning EotA, been looking up actual maze type maps to prepare for how in depth the players want to get with this. Hopefully, this will heighten tension.
  23. So (5) game sessions in, and the players have started to bring along extra npc security forces from their ship in the last 2 sessions, there are (6) players. I am concerned they are trying to bend the rules or nature of the game (centered around their actions). I have a few questions on the matter, looking for some guidance on how to deal with it: 1) What is the best way to deal with/counter the squad(s) of security forces the players are starting to bring with them? 2) Is there a viable way to prevent them from bringing extra forces with them? 3) If this is "normal" in Rogue Trader, what is the best way to deal with combat situations since rolling every NPC's action can bog the game down?
  24. Thanks LodgeBlackman99, I pulled that website up from a different post and found it through google. We are no where near ready, just now hitting Rank 2 after 4 weeks, but it is something to look towards later. Additionally, I am looking at alternatives if the players get bored with Rank 9+ or need a break and use the RT crew as points of reference for Dark Heresy 2 ed characters, perhaps run a campaign on Footfall keeping it all interlinked.
  25. So I just started running a RT game a week ago and one of the players ask the question: "What do we do after Rank 9?" Obvious answer was lets get to Rank 9 first before we start planning whats after that. It does raise a question, what to do after that. A part of the book mentions that the characters are ready for the next step in the gaming universe, but doesnt state anything specific. Do the characters (now powerful, rich, etc.) move on to using Deathwatch campaign rules, Only War, or start a new system perhaps with characters that serve the old ones? Appreciate any help/guidance.
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