Jump to content
Sign in to follow this  
gladius

Newbie Questions

Recommended Posts

Rogue Traders are meant to find the things that were long lost and bring them back into the light.

 

Also does everyone else support my idea that the ruling should be "If you fail by 3 or more degrees of success" something bad happens rather than "if you fail by 3 or less"? It doesn't make sense that if you REALLY fail a test the outcome is better than if you just failed it.

Share this post


Link to post
Share on other sites

Erathia
Thanks for your help! Lots of love to you! You really helped me! Now I understand this and in next games will use it. Thank you very much! ^_^

Nameless2all
Thanks for your understanding and support!

About necroposting, yeah, I know, that isn't good thing. I tried to find something about aerial combat rules on this forum, but didn't find. So I found this thread and asked my question there. I didn't want to start a new thread for my question.
 

 

Also does everyone else support my idea that the ruling should be "If you fail by 3 or more degrees of success" something bad happens rather than "if you fail by 3 or less"? It doesn't make sense that if you REALLY fail a test the outcome is better than if you just failed it.

 

It makes sense to me. I've always hated systems where failing by a little is worse than failing by a lot. Like in some systems where you shoot into a combat with friends and foes if you miss by less than 10 points then you hit a friendly target instead.

 

Completly agree with both of you.

Edited by Waywatcher

Share this post


Link to post
Share on other sites

Rogue Traders are meant to find the things that were long lost and bring them back into the light.

 

Also does everyone else support my idea that the ruling should be "If you fail by 3 or more degrees of success" something bad happens rather than "if you fail by 3 or less"? It doesn't make sense that if you REALLY fail a test the outcome is better than if you just failed it.

Makes perfect sense to me.

I think I'll chalk this one up to FFG's bad editing.

 

 

It makes sense to me. I've always hated systems where failing by a little is worse than failing by a lot. Like in some systems where you shoot into a combat with friends and foes if you miss by less than 10 points then you hit a friendly target instead.

Usually, I agree, but there are some situations where it makes sense - ie, if somebody's using a friendly as a human shield, and you rolled well enough to hit them if it weren't for the human shield in the way, then hitting the human shield makes sense.

On the other hand, I can see where the logic is - if you're real close to hitting them, then your shot is in the right area, and then it's a bit like grenade scatter - you're close, but off by just a bit, so you run the risk of hitting something behind or next to them, whereas if you roll nowhere near hitting them, you botched your shot and it goes nowhere near where they (or the friendlies engaged with them) are. This is why I generally side with the "take a penalty to shoot into melee, but don't risk hitting friendlies" approach, making it harder to hit targets in melee, but that to hit penalty accounts for making sure that you don't accidentally hit your friends - and if you don't like either of the people in melee, you can ignore the penalty, but risk hitting the other one.

Share this post


Link to post
Share on other sites

Hello again!

Today I have got a question about Silent Death in Rogue Trader.

 

FoT_SilentDeath.png

 

There are some situations, when players want to avoid direct confrontation and act stealthy. In computer games (Splinter Cell, Hitman, Dishonored, etc) if you sneaked to your opponent close enough, you can kill/stun him(her) by one hit. But there is no game mechanics of silent death in Rogue Trader. Yes, a player can sneak to opponent by Silent Move skill, but a knife deals only 1d5+BS damage. Not always enough to wound, let alone kill.

So, how do you manage Silent Death in Rogue Trader? Which opposed tests make your players and NPC and how many damage they deal if succeed?

Edited by Waywatcher

Share this post


Link to post
Share on other sites

Since you kind folks are in the questions answerin mode.

I vaguely remember there being a rule that near unique or unique items do not get a scale bonus and must be bought individually, and someone else in a game I'm in has also mentioned this. The thing is, I can't for the life of me find it in the book or errata. Does anyone know where this is, what page, or are we remembering a common house rule?

Edited by Spatulaodoom

Share this post


Link to post
Share on other sites

It's mentioned in the top-right of Page 276 on Core

 

 

Scale is not always appropriate for all acquisitions, especially those that are either Unique or Near Unique in Availability. This is mostly because such things are almost never acquired in bulk or perhaps because only one or two actually exist. In these cases the GM should grant no bonuses for Scale, factoring in only Availability and Craftsmanship to find the Acquisition Modifier.

Share this post


Link to post
Share on other sites

javcs, thank you! I've found some useful information about instant killing. Particularly, I liked your post.

Summary, I see instant killing like that:

1. Opposed Test of Silent Move (Attacker) and Awareness/Scrutiny (Victim).
2. Weapon Skill Test (Attacker) with +30 for a Surprise, but -20 for a Called Shot (head, throat, heart, spinal column, etc). +20 for an Aim Maneuver looks appropriate.
3. If Attacker passes the test, Victim dies instantly. Or Victim may make Toughness Test and will live, but anyway he will be critically wounded.

Of course it is only for low level enemies without heavy armour.

What are you thinking about this? Does it look balanced and fair enough?

Edited by Waywatcher

Share this post


Link to post
Share on other sites

Hello everybody!

 

I need your help again. :) Now it's talk about time and availability. So, my players reach nearest weapon supermarket and now going to buy some guns. Their PF equal is 40, population of city larger than 100,000 people. So, they can find there almost anything what they want. And there is a trouble - they want almost anything.

 

And there is a main question: how many Availability rolls can they make at the same time? Roughtly speakig my players want more than 20 objects (weapon, armour, grenades, etc.) and more than in one number (10 grenades, 4 xeno mesh coats, etc.).

 

Can they do all this roll at the same time, or each additional roll is possibly after result of previous (after few days, weeks or months)?

Edited by Waywatcher

Share this post


Link to post
Share on other sites

How long a test makes also depends on the availability of what they're looking for. There's a table on page 111 of the Core Rulebook. It's worth noting that it's assumed that underlings are doing the work unless the RT/someone actively decides to get involved, which can speed things up with as successful Commerce test.

Also worth looking at is the Acquisition section on page 271 onwards.

 

 

That being said, quantity of a particular item is a modifier on the Acquisition roll. The table for that is in the Acquisitions section, page 272.

And remember, one Acquisition roll is actually two rolls - one roll to see if what they want can be found, and another roll to see if they can meet the price. And remember, it's always possible that whatever they want might not be available on the planet, subject to GM discretion - but use that discretion wisely.

 

 

 

It should also be noted that small(ish) numbers of relatively common weapons are, or should be, trivial for a Rogue Trader and his retinue to acquire. And what you're really acquiring is a large mostly sustainable supply of whatever you got at the quantity you bought, so long as you don't draw on the supply too much, in which case you need an Upkeep test. At least, for consumables like ammunition, grenades, and drugs.

 

 

As for how many tests they can make, I believe it's as many as they want, or left to GM discretion.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...