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Rogue Trader: Citadel of Skulls - reviews and opinions?

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So the next book in the Warpstorm trilogy, Citadel of Skulls is out.

Anyone managed to grab a copy and would like to share thoughts on it? Is it worth grabbing?

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I've not seen the retail version yet, so I'll hold off saying anything until I know what's different between the playtest + retail versions - don't wanna say something I shouldn't lengua.gif

I know I enjoyed the hell out of it though - it's a really interesting adventure, especially since it goes into stuff not really covered yet.

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MILLANDSON said:

I've not seen the retail version yet, so I'll hold off saying anything until I know what's different between the playtest + retail versions - don't wanna say something I shouldn't lengua.gif

I know I enjoyed the hell out of it though - it's a really interesting adventure, especially since it goes into stuff not really covered yet.

 

Well that's good to know! :)

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I am very curious how this product turned out to be. Playtesting it was great fun though. In that regard, I think that it will be enjoyable to a lot of players. They managed to make it distinctively different from earlier adventures for RT. A thing that I consider to be a nice bonus.

 

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I have jsut received it this morning; form what it loks like browing through it, it seems more a of a heist on some chaos forces controlled moon, dungeon-crawl style (and overcharged with a good dose of grimdark and Rogue Trader Epicness)

And again, the art blew half my cranium again, badass.

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Chaos , Captain, Jack Sparrow is how I describe one of the NPCs the explorers meet early on in the adventure. Which is great since the Rogue Trader in our party styled his persona after Captain Barbosa from the Pirates of The Carribean movies.

Though to be honest i've only read a little ways in as I'm going to be one of the players for this caper, rather than the GM. So mostly I just dug into the tidbits of information on Iniquity, and read up on the few vehicles near the end of the book. Oddly enough the Valkryie Sky Talon shown on the cover is apparently used at some point in the adventure itself, as it has stats in the appendixe. This, along with the jack sparrowish character increased interested in my group.

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George Labour said:

Chaos , Captain, Jack Sparrow is how I describe one of the NPCs the explorers meet early on in the adventure.

That is exactly how I described him to my players and the devs too lengua.gif Glad to see I'm not the only one who saw the resemblance!

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from france

received mine last weekend. i am half at it. so far one of the top five adventure published and the npc are quite good except perhaps for marquese the scout/marksman who seem to have pretty low ws and bs for the elite freelance is supposed to be.  i suggest to raise his stats because the adventure and planet  is very dangerous. it could be made a pc with a twist if a pc dies (something that can happen there).

on a side note with a litlle spoiler to infiltrate the planet it s subgested to presente one self like reaver / pirates or rogue trader but the latter is discouraged to avoid being detect too easely.

i had a third options say to the player who know both rt and dh that their is plenty of nasty creatures on the planet they will thing of either the menagerie ( don't take it, it s the only power who not seems to be present on the planet) or the beats house. favor the beast house approche yes they are not reaver or pirates but they are in the cold trade.

i speack about what i read to a friend nd it say if posible try the classical escape possibilities and use a teleportatrium to send a nuclear bomb in it s vault. i dont have either on my ship and i don't know if possible but the idea to make angry the big vilain please me.

again quite a good published adventure.

 

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Hi their!

can somebody give some hints about the creatures on the planet? Do they have nice descriptions? I do not really care this much for stats but if a couple fo goods descriptions are included the affair might become interesting to me.

Thans!

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the heist idea is super cool, the 1st part of the adventure completely rubish...  I mean a lot of info on the planet for a single encounter... Yeah I coudl have my player mock about the planet for many session bu in the end there is nothing... Why not just have the POD in stasis in orbit and skip this pointless part, except for the fact that there is no one left!!!!

I mean half the adventures begin wiht there is an empty world!! Woopidoo!!! I mean comme on how many ruins are there in te expense? I understand it shoudl be to hint at the awakened Craftworld but seriously, I don't ven see a clue linking the key from the 1st game either...

In to the Expense had more to me then this current trilogie...

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I've not finished reading it so far, but there is definitely stuff I like and stuff I don't like so far.

 

******Spoilers******

 

 

 

Things I didn't like:

It's definitely an Adventure on Rails, which I guess is ok, if you're into that sort of thing.

The Whole adventure seems based on some fairly shoddy logic. Why did we go to Chorda's folly? Why are we even going to Iniquity at all? Why do we trust an Agent of the Arch Enemy or his Servo skull? It seems like an insane thing to do for very tenuous lead on some loot. You know almost nothing about Iniquity, the Citadel, the defenses, the prize, or anything. but hell, you'll risk your life to find out!

the GM Fiat with the Cogitator core is just terrible, really seriously bad. Is it so hard to come up with a good reason why they need to plug in the core?

 

Things I did Like.

Skar. He's a great NPC, irrespective of weather or not I run the adventure, the Players will definitely encounter him.

Iniquity: I loved the crazy star system, youl could hide all sorts of weirdness in it. Lovely.

The Art. Seriously good, particualrly the one of orbit around Iniquity.

The General concept of raiding Vall's Vault for loot is awesome, it just seems like you don't have anything solid for your reason to actually attempt it.

 

 

 

 

 

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I skimmed through a different part of my PDF-copy of that mission: the Citadel itself

SPOIL-O-RAMA ahead!


FFG does something they have done in the Haarlock Triology (DH) before. For a sort-of-dungeon crawl they provide you with a lose assortment of scenes only cataloged by "level". Some of them have a "greater meaning" (which means they have affect on other/later scenes) but most are more like "stand alone".

The thing that buggers me is that at two different points in this section, it is highlited that the pc could reach the aim of their mission (a vault containing something very valuable to them) by overloading by creating a huge explosion "vaporizinig" the structure and thereby allowing for entrance.

a) I want something that is done in the vault. Something I risk life and limb for by going into a fortress of Chaos all by my own (see below) and I am supposed to risk damaging it / covering it in Debris  by blowing stuff up?
b) After I have down this, I expect to be able to get out of here? I was avoiding a frontal assault since I believed their troops and defences are stronger then mine. I only broad my most trusted officers with me. If I am among the Captains who do not have a teleportarium... or the GM rules that I cannot use it now...fory plotreasons sake... how am I expected to escape? Literally the whole remaining forces of the structure will be hunting me after I choose to go on with the subtility of a tatical nuking. 

Besides this, I really really wonder why their is no options for the pc to go in by ground forces. Especially if blowing up huge parts of the citadel IS an option the modul seems valid, poundering it with some lance strikes from orbit as a preliminary bombardement for my regiments to come down should be far game as well....

again, I did not finished it am I am not an RT player/GM but these things make me wonder.

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Gregorius21778 said:


Besides this, I really really wonder why their is no options for the pc to go in by ground forces. Especially if blowing up huge parts of the citadel IS an option the modul seems valid, poundering it with some lance strikes from orbit as a preliminary bombardement for my regiments to come down should be far game as well....

again, I did not finished it am I am not an RT player/GM but these things make me wonder.

 

From what I recall, there is a small fleet of ships on orbit around the moon;  So I suppose a war scenario can work as well; massive void battle, before supporting a ground assault with lance battery, craft attacks, and then ground forces...it was more or a 'let's do it quietly, there's a crapload of chaos Pirates all over the system/planet/orbit..after we got what we came for, the hell with those traitors! #BOOM#"

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Braddoc said:

Gregorius21778 said:

 


Besides this, I really really wonder why their is no options for the pc to go in by ground forces. Especially if blowing up huge parts of the citadel IS an option the modul seems valid, poundering it with some lance strikes from orbit as a preliminary bombardement for my regiments to come down should be far game as well....

again, I did not finished it am I am not an RT player/GM but these things make me wonder.

 

 

 

From what I recall, there is a small fleet of ships on orbit around the moon;  So I suppose a war scenario can work as well; massive void battle, before supporting a ground assault with lance battery, craft attacks, and then ground forces...it was more or a 'let's do it quietly, there's a crapload of chaos Pirates all over the system/planet/orbit..after we got what we came for, the hell with those traitors! #BOOM#"



SPOIL-O-Rama!
 





Hi Braddoc,

I should have really read the complete part about the planet first. With a dozen or so any pirate craft about going in by force is just not the option. As soon as you want to deploy ground forces en mass, their will be enough pirates that decide that taking out you, your ship AND your ground forces from orbit might be the righ thing to do. 
And the reason for not opening up from orbit to beginn with is about 6 layers of void shields around the castle. Yes, one should be able to deplete them, but at the point the pc´s ship open up fire it won´t be long till the pirates will engange them. 

I still did not got the motivation for the pc go their and do this, but hey, this might be just a few paragraphs away. 

@about the Planet
The sad thing is that the players have no option to return to the world in peace. Not as long as the Lord of the Citadel of Skulls in in charge. While it is unlikely that he will be sending man and voidships after them,  I consider it to be dead-sure that he will make it clear to any pirate on his world that this ship is to be destroyed if seen in his system again... and that he will deal the same way with anybody dealing with the pc peacefully.

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He's brief on how the Hell Party took down Citadel of Skulls.

 

A note: the Hell Party spends a lot of time and PF tricking out thier rides.  And, yes, that's 'rides' plural, since they capture every ship that's not carrying the mark of Nurgle or Yuvath or anything else that makes boarding it impossible. 

 

SPOILERS!

 

 

 

( MEAN IT!)

 

 

 

 

 

 

Thier first move, on encountering Skar they put him in the Box, a small hold turned cabin that has a built in stasis field (originally for delicate small cargos).  and gathered their forces.  After a few weeks of rallying their entire force, they set out to destroy the entire moon of Inequity.  Which they thoughtfully dubbed Operation: Daemonhammer.  After torturing Skar for information and then tossing him out the airlock, they approached Inequity's shipyards running silent, having seized the slave ship in the outer system and used it for cover to insert the Rogue Trader and co, three squads of house troopers and a drop sentinel (equipped with a teleport homer and a multimelta) via grav chute insertion near the Citadel, as well as board the shipyards with a best quality atomic.  They had a few encounters en route, nothing they had any problems with eliminating quickly.  Once inside, they moved to disable the Beacon and the shield generator.  Once these were disabled, they signaled the slave ship which undocked and detonated the atomic, crippling the defenses, and signaling the fleet to begin it's assualt on the Shipyards themselves with seven frigates and raiders, three crusiers, one light cruiser, and thier GC. This effectivly caught many of the ships at dock flat footed, still bound to their moorings (leading to the player commanding the slave ship to quip 'Tora, Tora, Tora'.)  They also were not stingy with torps and attack craft.

 

Meanwhile the ground team finished up clearing out the Citadel, blew the roof to extract the Vault via heavy lifter (escorted by several Furies), which also brought them a modified virus warhead, which they detonated on teleporting out, unleashing the life eater virus. 

 

Lance fire finished the job on Inequity, and the Citadel in particular.  I never did find a good place to put the crit, but they would have just abandoned one ship anyway and taken the cogitator from it.

 

Activating via vox a series of marker bouys they had left on standby on the inbound leg, they escaped from the system, leaving Vall a lot of very good reasons to hate them.

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then that gm should have had fells fleets drop back in just as they where going away.

that fleet being a few cruisers some light cruisers and lots of frigats and raiders too round it out and hey presto mega space battle galor with god only know what kind of wierd space crap going on around them and almost every body gets sucked into the black hole due too damage and **** ups

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