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About CeaselessTiger

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  • Birthday 03/09/1992
  1. Ah, why thank you for your reply! And I plan to do that (though I must admit some of those Tyrannic weapons still make me a little worried. Players want loot and I don't know if I'm ready to dole out a gun that has Storm and Tearing and no reload or ammunition limitations). These guys aren't much for ship stuff, though, are they? I'm not seeing a whole lot of ship roles they can really be cut out for. Not that that's bad or anything, the player who wants to use it seems to think it is an Assassin/Hunter role.
  2. So far, his whole backstory is: Improve the Tyranid race via...technology? ...? And the Genestealer/Tyranid character class. Is it OP at low levels? It doesn't look bad, but it starts to get weird at rank 4 and beyond.
  3. Hi there, You might remember me as the guy who obsessed about his ship. Well good news! I have started my second campaign! One of my players handed me a Tyranid rulebook and says he wants to be a Ymgarl Genestealer. His character concept is fine (My big GM rule for making a character is that the character has to be interesting based on his personality, backstory, and choices. NOT because he carries the dark half of Excalibur that he stole from his dad, Satan) Here's my question: Is the character OP? (Second to last link. Didn't want to post the Drive link because I know people have issues with that at times)
  4. Hi all, Some of you may remember me as the one guy who obsessed over his Raider-class ship for Rogue Trader. Who went on and on about flexibility and details and minutiae like that. Well, I'm happy to say I'm GMing my very first Rogue Trader campaign! Because the ship...was a huge waste of time. Seriously, I've never gotten blueballed so hard in my life. The GM quit and two members basically had a falling out JUST as we were introduced to the Wolfpack Raiders in the starting adventure. But the spirit of greed never dies, so I decided to GM my own campaign. However, my players are a little more "unique" than the average classes. Currently we have an Astropath Transcendent, a Tau classed as an Explorator, a Kroot Navigator, and we MIGHT be getting a Voidmaster of some mutant type. The reasons for them being what they are I handled and I actually very much like the Tau player's backstory (Earth-caste engineer on the run for the implicated murder of some Ethereals). However, it being my first time GMing, I want to make sure that one of these dudes doesn't have Deathwatch amounts of power or is so helplessly crippled he gets killed in the beginning. So, I was hoping you guys could take a look at these stats and tell me if they look good! The starting rank is 1 and the first adventure is the default thing written in the core. I figure that's a great way to introduce the mechanics, by letting them read over what they could've done versus what they did. Sorta helps highlight how free-form the game is. CRUNCH TIME First up is the Tau Explorator. He was given the Tau racial modifiers, but being an Explorator, he's confined to that class although he plans to get an Alternate Rank as a Drone Controller later. He went through the core Origin Path, though. And instead of the Firewarrior talents 'n traits, he's got the Explorator stuff. Gear: Good C. Pulse Carbine (grenade launcher is currently defunct and due to him being so far away from Tau space his character modified las packs to fuel it. However, the las packs only give 6 shots rather than the Tau ammo giving 24). Tau Recon Armor. Funnily enough, he elected to buy a case of Good C. Lho-sticks with his free PF roll. Apparently, he imagines his character as a cigar chomper. Scores: WS: 27 BS: 35 S: 32 T: 37 Ag: 44 Int: 57 Per: 46 Wp: 34 Fel: 22 The Astropath is your average Astropath. Nothing special. He's a tad annoyed he can't pop heads off the bat, but some GM stomping should fix that, right? The other one is the one I'm most worried about. The Kroot Navigator. My reasoning for OKing that was that the Navigator ability is genetic. If her kin ate enough Navigators (as difficult as that is, but hey, maybe it's a Warsphere faring group) they'd get the Warp Eye. Scores: WS: 38 BS: 36 S: 35 T: 35 Ag: 38 Int: 34 Per: 42 Wp: 39 Fel: 38 She used the standard Human modifiers, but possesses the basic Kroot traits. Granted, she's been given the choice of either using the Origin Path or the Kindred menu but not both. The Voidmaster is not made yet, but I'm just going to make him use standard Human modifiers rather than his own. So, have I ruined the game already? Brought glory to the Emprah? Or is there some weird **** here? Canon-wise I have an idea: Since no one wanted to be the RT, he's in a stasis pod. So all sorts of weird **** gets passed around because Imperial bureaucracy is screwy like that. They're all cool with taking Non-Imperial and Speak Not Unto the Xeno trait, though. I want them to have fun, memorable fights for crunchiness. But I also want to see some good roleplaying and character development. But here, I'm just worried about the crunch.
  5. Alrighty, that makes a helluva lot more sense. Thanks! Last question I'll probably pose during this thread (how many times have I said that?). You've all been such good people about all my inane ship questions and so on but I have a question that undoes all that. I spent a while agonizing about the power of this ship and you have all assured me of its quality in not running from fights but also not kicking the ass of a Battlecruiser. So now I ask one more question: Is the ship appropriately fluffy? I rather like the idea of an Exploration-based Rogue Trader group. Star Trek as hell, yah? But I want to make sure it's not JUST a crunch machine. We're going to likely get another ship and it'll probably be a transport, so the torpedo boat makes sense since I can customize the Transport with a slower warp drive. Our ship arrives first, clears the area, transport jumps in with its fancy cargo. I just want to make sure I'm not being TOO crunchy. I don't want to be all "I am the humble Lord-Captain Xanatov, here to bring the Emperor's light to the forsaken places of the galaxy!" and at the same time have equipment that makes no goddamn sense with the stated goal.You don't bring a chainsaw to an Arbor Day celebration, after all. This probably isn't much of a decent question since, like others have repeated, you don't know my group's playstyle. Is there something I should try trading out? Give up a Melodium for the Librarium Vault? Throw out something else for a Cargo Bay? Also, and this was an odd one. How would you guys rule on having landing craft? I'm not talking about fighter squadrons but my GM mentioned something along the lines of every 5 Space that the ship has gets one single craft. 35 space yields 7 crafts. For the most part, I imagine this being just cargo haulers and one somewhat agile landing craft so I can descend in style. But I also like the idea of a Venator Pattern Air Yacht. Because safari on a deathworld...even though not a single person in the party has Tracking. Thoughts?
  6. Why shouldn't I be able to give it to Navigators? Because Stack the Deck? Also, quick question about Into the Storm. Them Alternate Career Ranks: Do they replace the rank listed or do they just act as extra stuff you can get? Or is it like a bizarre prestige class in which you can ONLY select from there from then on?
  7. Gotcha, sounds easier. Gotcha, makes sense. ...convince me of that. Seems like it negates Come to New Heading. Okie dokie.
  8. Alright, thanks for your help everyone! I think I finally understand ship combat 'n that sort of thing all the way through (unless Navis Primer adds something else...like those STUPID luck rituals. I love the fluff factor, but that first jump...man did that take a while to go through). Results of the CeaselessTiger Inquisition Keep Cobra-class Raider in its original state. However, use of Mathhammer is encouraged. Make Lances Tearing, reduce all armor by 12, and make it apply individually for each Macrobattery shot. Torpedo damage will have to be modified. We won't do this yet, as our first combat session occurs on Sunday and we're all curious to see how it performs. Disinformation is a temporary buff. Hold Fast! is a damage negator. As the magical Rogue Trader, I can throw a +10 for Hold Fast! to anyone as a Free Action, even if they lack the requirements to do it. Virus Warheads cause a -10 Command Test per torpedo, but the damage it inflicts happens immediately and per torpedo, with a failed test causing damage over time. They are Near Unique and thus (at the GM's discretion) should be acquired extremely rarely. Exceptional Leader lets me give a +10 bonus to any test for anyone I specify on my turn every time. The basic formula for this is "[Person] perform [Action/Test] on [Target]". It works in space and on the ground. Adjust Speed and Bearing allows for a faster Speed, but the newly modified number of spaces until I can turn is based on my original Speed value, not the new one. Hit ships in thar booty, because Keel weapons are hype and thusly, rare. I think that's about everything, correct?
  9. I had another question, this one concerning ship movement. [At this point, I should just rename the topic "CeaselessTiger Asks Random-Ass Questions"] Anyway, the question is on the Adjust Speed and Bearing Maneuver. Let's say I score 3 DoS on it. It's a -20 Pilot+Maneuver Test. I choose to move my full speed and want to move even quicker. My full Speed is 11VU. Which outcome would occur? I move 15VU and am able to turn after moving 11VU (using the new Speed value). I move 15VU and am able to turn after moving 7VU (using the normal Speed value). Fiddling with formatting so at least this is slightly more entertaining to read.
  10. Life-Eater virus? Do explain, this sounds like fluffy goodness I can use. Also, duly noted. Don't fire at Chaos ships because super-Nurglings.
  11. Hrmmm... Well, maybe I'll just keep this initial magazine of torpedoes, then. At least, until it runs out.Then abide by the Unique/Near Unique rules and do Meltas and Plasma.
  12. Actually, I did have another question. Each Virus Torpedo counts, right? Or does it not? How I figure it Launch 4 torpedoes. Each one hits and penetrates the armor. Captain makes a -40 Command check to contain the sickness. Total Crew damage: 12d10. Total Morale damage: 8d10. Or is it Launch 4 torpedoes. Each one hits and penetrates the armor. Captain makes a -10 Command check to contain the sickness. Total Crew damage 3d10.Total Morale damage: 2d10 Also, the Command check is made to STOP it from going on. It doesn't negate it, right?
  13. Ohhh, that's kind of cool, actually! Rogue Trader is party leader and thus, there is a mechanical benefit. You don't HAVE to follow his orders if he's a bossy prick, but if you want the bonus, do what he says. Neat. Thanks, I think I got this now.
  14. I have another two questions before we do our space combat as it took us a while to get out of Footfall during the starting adventure (turns out my guy is REALLY bad at Carouse. Thank god for the Decadence talent). Disiniformation, how does that work? It says it can raise Crew Morale by 1d5 per DoS. Can that go over the maximum? Because, if it can't, it's still better than Hold Fast! as it could nullify all Morale damage. Hold Fast! is slightly easier to do, but 1 point per DoS off a Willpower check is still vastly inferior to 1d5 per DoS off a -10 Deceive or Blather check. I don't see anything in 1.4 errata. My next question has to do with my Exceptional Leader ability. The errata adds that I can do it in space combat, but it doesn't seem to prohibit me from doing it in ground combat. Should I just assume that EL only works in space as being able to do it every turn in ground combat seems a tad powerful? Thanks for all your help, everyone! This is making things go a bit more smoothly since we have veterans' experience versus just us going "...maybe? I guess it makes sense..."
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