GregorM1980 0 Posted February 12, 2011 In addition, there are a few talents, that give some classes additional reactions that can only be used to parry respectively dodge. so, in the max, an Arch-militant can get 3 reactions per round. Quote Share this post Link to post Share on other sites
DarianBlood 0 Posted February 13, 2011 A Big Big thankyou to everyone who gave advice, My Players and i just finished a 4 1/2 hour battle using Rogue trader rules and they loved every minute of it! As long as they like the setting i think this group is good to go Quote Share this post Link to post Share on other sites
George Labour 2 Posted February 13, 2011 I encourage my players to make use of fate points, and their ability to stock up on high end protection like force shields, powered armor, and about twenty some odd bodyguards the captain hides behind. Probably also helps that we have an ork in the group who smashes most things. Overall I've found that things don't get to bad until one player doesn't bother to play like guns are dangerous and ends up taking two hellgun rounds to the head. But even then a burned fate point can at least mean he doesn't die right there and then. Luckily that's only happened once, and the guys an explorator so he won't mind having half his torso rebuilt. Quote Share this post Link to post Share on other sites
Badlapje 4 Posted February 14, 2011 DarianBlood said: A Big Big thankyou to everyone who gave advice, My Players and i just finished a 4 1/2 hour battle using Rogue trader rules and they loved every minute of it! As long as they like the setting i think this group is good to go nice job Quote Share this post Link to post Share on other sites