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alexkilcoyne

GM Toolkit

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I picked up mine from my FLGS a few days ago. The screen is fantastic, the art in the is beautiful (COLOR pictures, even in the booklet), though I was a little disapointed with the booklet that comes with it, and think it was only so-so. The adventure was neat (though the vistas it evokes for alien worlds and moonlets are truly impressive) , but the random ship generator, though useful, can lead to some improbable results.

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 I got mine. Installation 23 The Promethium Refinery image data hard to make out. Couldn't they have made it a larger fold out? Does anyone have a link to a bigger pic? I thought I saw one here, but can't find it now?

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The Gm screen has the need tables for quick refrences for GMing, the aventuremini series is very nice and detailed, 2 pages to ramdom;y make a star system, and 2 pages to make a random ship encounter.  I hate to say the booklet wasnt the selling point for me, it was okay but not what I expected for a GM Toolkit but, the screen on the other hand kick ass.  The screen is not some flimsy peice of heavy folded card stock with tables on one side and a picture on the other.  Nope,   this is what a GM screen should be, thick bound cardstock with several full color pictures from the core book and the tables need for combat on the otherside.  80% of the price you pay for the the Toolkit is the screen and,  the rest is for the adventure plus the two random generators.

Now I have to say I would like it way more if they placed all the useful tables in the booklet instead of what they put.  To have all that there with refernce to pages that the tables are at would have placed as a need item for GMs.  As it sits its a I give it a useful item but you can still play by whipping your own booklet with the tables and use your hand to cover the dice rolls.

Those are my own thoughts on the GM Toolkit.

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Cat that Walked by Himself said:

 :(

 

i am sad.

To be fair, there was never any comment to suggest there would be, to my knowledge, so it isn't that surprising to me. Still, the screen should be good, when my copy arrives.

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Varnias Tybalt said:

Bending Arms said:

 

there is a couple of new ships in the adventure and thats it.

 

 

Is the Yu'Vath Void Wasp one of those ships? I seem to recall that Dark Frontier promised stats for those...

And other small craft, that's how I read the blub in Dark Frontier. I can't not allow my players to use guncutters in combat, that would be wrong. 

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Nojo509 said:

And other small craft, that's how I read the blub in Dark Frontier. I can't not allow my players to use guncutters in combat, that would be wrong. 

Apocrypha: Vehicles has rules for guncutters. Not on the Rogue Trader space combat scale, but effective enough for fighting other small ships. 

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Errant said:

 

Apocrypha: Vehicles has rules for guncutters. Not on the Rogue Trader space combat scale, but effective enough for fighting other small ships. 

The thing is, the apocrypha contradicts certain descriptions of Guncutters in RT. Also I think rules are needed for craft the size of guncutters in relation to starship combat as well. For instance, let's say that you're trying to bypass a cruiser in a little guncutter. The cruiser is unlikely to be able to bring it's macrocannons and lance batteries against a puny little guncutter, so what means will a cruiser have to shoot down a guncutter at close range? Most likely it's turrets, but that brings us to the next question: how many turret hits can a guncutter sustain before being shot down? etc. etc.

I would really like to see a system that handle starship combat that includes ordnance class craft (like guncutters, fighters, bombers, assault boats etc.). Sure most people might think: "Well a measly guncutter won't stand a chance against a full sized cruiser anyway so why bother with such rules?"

To this I reply that in Battlefleet Gothic, smaller craft CAN actually cause serious damage to starships. Bombers for instance, do it all the time unless they get intercepted by void fighters or are shot down by turrets. Who knows when the odd group of explorers might come up with the idea to strap an oversized meltabomb to a quick-release outside the hull of their guncutter and try to fly it inside the enemy vessels void shields and the bomb right on it's hull?

I'd like to have some sort of rules that cover such an endavor in a little more detailed way than the Hit and Run extended action, and thus provide an ample opportunity for the Void Master to truly shine when he use his Ace piloting skills to dodge the torrents of turret fire.

As it is now, im looking at having to invent rules for that myself...

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Varnias Tybalt said:

Errant said:

 

 

Apocrypha: Vehicles has rules for guncutters. Not on the Rogue Trader space combat scale, but effective enough for fighting other small ships. 

 

 

The thing is, the apocrypha contradicts certain descriptions of Guncutters in RT. Also I think rules are needed for craft the size of guncutters in relation to starship combat as well. For instance, let's say that you're trying to bypass a cruiser in a little guncutter. The cruiser is unlikely to be able to bring it's macrocannons and lance batteries against a puny little guncutter, so what means will a cruiser have to shoot down a guncutter at close range? Most likely it's turrets, but that brings us to the next question: how many turret hits can a guncutter sustain before being shot down? etc. etc.

I would really like to see a system that handle starship combat that includes ordnance class craft (like guncutters, fighters, bombers, assault boats etc.). Sure most people might think: "Well a measly guncutter won't stand a chance against a full sized cruiser anyway so why bother with such rules?"

To this I reply that in Battlefleet Gothic, smaller craft CAN actually cause serious damage to starships. Bombers for instance, do it all the time unless they get intercepted by void fighters or are shot down by turrets. Who knows when the odd group of explorers might come up with the idea to strap an oversized meltabomb to a quick-release outside the hull of their guncutter and try to fly it inside the enemy vessels void shields and the bomb right on it's hull?

I'd like to have some sort of rules that cover such an endavor in a little more detailed way than the Hit and Run extended action, and thus provide an ample opportunity for the Void Master to truly shine when he use his Ace piloting skills to dodge the torrents of turret fire.

As it is now, im looking at having to invent rules for that myself...

 

i totally second this, my group is using gun cutters quite a bit, to the point that they made an aquisition for a second cutter for their frigate. they enjoy using it to make strafing runs on ground targets in conjunction with the arch militant who is a sniper (long las). i had to be a little inventive with the rules for the strafing run, involving a pilot (space craft) + man. test, using raider maneuverability +5. worked out alright, and then one person would make the BS test to fire a the guns (deemed heavy bolter equivalent would be mounted with unlimited ammo). if they passed the tests, they could make the run, and then return 8 turns later. to counter them stating they would hover, i gm'd in an extra "AA" voidsman enemy who was hidden behind cover and had a launcher- this would cause them to only use strafing runs lest they get their engines shot out. 

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I love the screen it greatly reminds me of a board from a board game.  It's nice heavy construction.  The booklet contains a short aventure, stats for generic system ships, and some xenos vessel, some random generation charts for systems, and ship.  The booklet doesn't impress me much, but it's not bad.

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darrrrren said:

Varnias Tybalt said:

 

Errant said:

 

 

Apocrypha: Vehicles has rules for guncutters. Not on the Rogue Trader space combat scale, but effective enough for fighting other small ships. 

 

 

The thing is, the apocrypha contradicts certain descriptions of Guncutters in RT. Also I think rules are needed for craft the size of guncutters in relation to starship combat as well. For instance, let's say that you're trying to bypass a cruiser in a little guncutter. The cruiser is unlikely to be able to bring it's macrocannons and lance batteries against a puny little guncutter, so what means will a cruiser have to shoot down a guncutter at close range? Most likely it's turrets, but that brings us to the next question: how many turret hits can a guncutter sustain before being shot down? etc. etc.

I would really like to see a system that handle starship combat that includes ordnance class craft (like guncutters, fighters, bombers, assault boats etc.). Sure most people might think: "Well a measly guncutter won't stand a chance against a full sized cruiser anyway so why bother with such rules?"

To this I reply that in Battlefleet Gothic, smaller craft CAN actually cause serious damage to starships. Bombers for instance, do it all the time unless they get intercepted by void fighters or are shot down by turrets. Who knows when the odd group of explorers might come up with the idea to strap an oversized meltabomb to a quick-release outside the hull of their guncutter and try to fly it inside the enemy vessels void shields and the bomb right on it's hull?

I'd like to have some sort of rules that cover such an endavor in a little more detailed way than the Hit and Run extended action, and thus provide an ample opportunity for the Void Master to truly shine when he use his Ace piloting skills to dodge the torrents of turret fire.

As it is now, im looking at having to invent rules for that myself...

 

 

 

i totally second this, my group is using gun cutters quite a bit, to the point that they made an aquisition for a second cutter for their frigate. they enjoy using it to make strafing runs on ground targets in conjunction with the arch militant who is a sniper (long las). i had to be a little inventive with the rules for the strafing run, involving a pilot (space craft) + man. test, using raider maneuverability +5. worked out alright, and then one person would make the BS test to fire a the guns (deemed heavy bolter equivalent would be mounted with unlimited ammo). if they passed the tests, they could make the run, and then return 8 turns later. to counter them stating they would hover, i gm'd in an extra "AA" voidsman enemy who was hidden behind cover and had a launcher- this would cause them to only use strafing runs lest they get their engines shot out. 

I totally third this. Rules for small craft need to be made available. I like the Apocrypha rules, they have been useful to me, but I would like to see official ones.

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Grand Inquisitor Fulminarex said:

 

I totally third this. Rules for small craft need to be made available. I like the Apocrypha rules, they have been useful to me, but I would like to see official ones.

The Apocrypha ARE the official rules, they were released as a free PDF by Black Industries.

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