Rogue Trader: The Saga of the Demetrius Dynasty... (Inactive)

Game Master Alexander Kilcoyne


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It sounds stupid even to me, but I'll suggest it anyway just in case I'm on to something here. Maybe A focus on chaos could be one specific god of chaos, hatred for Khorne for example? On the other hand, most people wouldn't be able to tell the difference.


I was under the impression that the followers of each chaos god were quite distinct. Or it could be, for the more subtle bonus followers, he would only get the bonus if he actually knew they were a follower of the specific god.

Sovereign Court

If it was Dark Heresy that would be an awesome idea for the acolytes, but the RT's crew just don't have that level of knowledge (yet... :P).


Yeah that was what I thought; well it was just a suggestion.

As for the gods being distinct, yeah sure, someone with knowledge wouldn't mistake a Khorne berserker for a Slannesh pleasure fiend, but as AK said, most people lack such knowledge; I don't think most people realize the gods of chaos present a less tan unified front, at least not according to the novels I've read.


nightflier wrote:
** spoiler omitted **

Nightflier and AK:

Stage 3: Spend Experience.

Mutant - 200xp?
Fear - Enemey in Acendance 100xp
Lineage - Dark Secret 100xp

This leaves 100xp.

I suggest spending this for +5 increase to Weapon Skill. That would increase your WS to 44.

The other option is to get Dodge which can help you avoid getting hit.

Rogue Trader

Starting Skills

Trained
Command
Commerce
Charm
Common Lore (Imperium)
Evaluate
Literacy
Scholastic Lore (Astromancy)
Speak Language (High and Low Gothic) (This gives High Gothic +10 as you have it from two sources)

Talents
Air of Authority
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)

Rogue Trader Special Ability
Grant +10% to one skill of an ally per round as a free action.

Stage 4: Giving Character Life

Your back story will cover this.

Stage 5: Profit Factor and Ship Points.

We've done this with the Ship Warrant.

Ship Points are +3 for Child of Dynasty (no ship points may be traded to Profit Factor) (this could buy us a nice couple of upgrades)
Profit Factor is -1 for Dark Secret

Stage 6: Equipment.

First you get a pistol (lasgun, handcannon, or plasma) You'll carry this weapon but it won't likely be your main thing since you're built for close combat. Still, it is nice to have a can-opener and a plasma pistol can work well for this role as long as you don't use it all the time.

Second you get a sword (mono blade or power sword) You have universal training so you can use either with no problem. This will be your main weapon so something that will chop is preferred. Nothing says chop like a good power sword.

Micro-bead - communicator
Void Suit - don't die of vacuum
Fine clothes
Xeno-Pelt cloak - like fine clothes and tells people you're the boss

Armour - Your pick of Light Enforcer (5 points All) or Storm Trooper Carpace (6 points All). The Storm Trooper armour is the better armour to choose.

You also get one other choice of equipment.

Two ways to go with this with your character.

The first would be to go for something special or rare as a melee weapon. Suggestions include - Pretty much the full set of power weapons other than the Power Sword (which you have) including the Thunder Hammer, Power fist, and the Forearm Powerblade (better at parrying then a regular power sword).

The other option would be to go for a suit of power armour (a very rare item so a -20 to acquisition normally to get but you only need a single suit which is +30. This means you could ask for a Good set of Power Armour and still be 'in budget'.

Also, in the defensive category would be getting a 'shield' for your Rogue Trader. A Refractor Shield is Very Rare which makes it the same level as the Power Armour and offers a Protection Rating of 30. This means that any attack has an automatic 30% chance to miss. You could also get the 'good' quality which means that the shield would 'overload' and shut down only on a 5%.

Sovereign Court

Nightflier, Smerg:

Thanks Smerg all good advice there. Not sure about the shields at the moment though, assume they are off limits for the moment.

The light carapace is best quality so both armours come out at 6AP. Even if you acquire power armour, the carapace will be your bread and butter as the power armour only gets 1d5 hour of battery before it needs recharging. Note that normal power armour provides you with a bonus to strength, but increases your size to hulking (+10% to hit you). Light power armour only gives +10 to strength but doresn't increase your size to hulking.


How much time will we actually spend off ship though? Also, if his power armour DOES run out of charge, how the hell are we going to get him back to the ship, that thing weighs a lot.

Sovereign Court

In the first endeavour in particular, you should spend a significant amount of time off ship. Ship combat can happen, but often the ship itself is simply transport, most of the exploration and discoveries, as well as profit opportunities, will be planet based.


I have a question, as my free purchase I opted for a good quality MIU system, thinking it might be nice to interface with guns and such for better skill, but maybe I got it wrong, maybe you can't actually interface with simple handheld weapons, and they instead refer to weapon systems on vehicles and such?

Sovereign Court

First of all i should make this available to everyone- this is the Rogue Trader errata. Best to look over it all and see what applies to you.

Link

In particular, Power Armour and Light Power Armour rarity should be Extremely Rare, not Very Rare. This means the +30 modifier for negligible does not apply due to the extreme rarity (theres a box somewhere in the acquisition section stating this).

Ok, Bogg :)

Well, there is a MIU system and a MIU Weapon Interface, which are two uniquely different items.

The MIU weapon interface can have at best a basic weapon mounted on it, with a pistol proving more common. Note that you can only make one action with the attack type in a combat round, so you'll never be firing your MIU weapon at the same time as another weapon- but it does allow you to fire a shot while taking a run action, for instance.

Thus, the advantage of the machededrite over the MIU is that (once you've taken the talent) it can be fired with your reaction instead of dodging or parrying for the round, allowing you to fire your ballistic machedendrite as well as fire a normal gun.

Remember to look at 'Mechanicus Implants' on page 366 to see what you start with as the baseline for explorator.

Edit: Errata linked, forgot when posting.


Ah no, I meant the Mind Impulse Unit, sorry for being unclear, that allows you to directly interface with a machine or technology device, but I'm a little sure what types of devices that can acctually be interfaced with, can a standard issue boltgun like my character starts with for example be interfaced.

As for the Balistic Mechandrite, yeah, I was considering it, but it seemded wrong starting with a piece of equipment I could not use for at least one whole rank.

Sovereign Court

Ok, a mind impulse unit allows you to interface with most systems and machinery. Not guns though

For example, an MIU would be necessary to effectively jack into an STC or an ancient archeotech piece of machinery.

They are very common amongst Explorators and I recommend you take one as one of your two free starting cybernetics.

For everyone else- you have three ship points to spend on the Demetrius Dervish due to Nightflier playing a 'Child of Dynasty' character. Get suggesting, I think i've had more than enough input into the ship...


Meaning the bonus you get to Ballistic tests (With a good quality one) are for weapons mounted on vehicles or such? Ah good, that's cleared up then.

Sovereign Court

BoggBear wrote:
Meaning the bonus you get to Ballistic tests (With a good quality one) are for weapons mounted on vehicles or such? Ah good, that's cleared up then.

Yes, or possibly firing turrets from a planetary defence system for example.


Huh, I just noticed that for some reason the change from Medical Mechandrite to Good quality Mind Impulse Unit had not been saved when I made it before, hopefully this time it will be.


Could we spend the points getting a better crew? Ours are somewhat lacking in the usefulness department.

Sovereign Court

I gained 5 ship points by making the crew incompetent, so you'd need 5 points to reverse that.

You will be able to upgrade the crews quality with multiple acquisition tests during the game though.

Bear in mind that you have basically every kind of crew action covered by your command crew, who use their roll to represent them leading the effort. When crew are operating without a PC leading them in their ship action they use their stat modifier of 20.


Ok. How does the system for repairing the ship work? Is there a mechanic who is part of the crew or something? Because if he doesnt have Xenos technology (forbidden) we are screwed.

Sovereign Court

Your explorator has forbidden lore (xenos), but yes, god forbid should he ever be incapacitated...


Have to admit that i haven't really looked at the ship rules yet. I'll check them out today and see what's what.


Haha, good to know you are looking out for me, I'm valuable.
As for what we should spend the ships points on, I'm quite partial to the idea of a Teleportarium [1 SP, 1 Space, 1 power) and a Micro laser defence grid (2 SP, 0 Space, 2 power)

Sovereign Court

Both of those are archeotech and only available through special points in the origin path or ship background (just like Xenotech). You'd have to spend the 3SP on supplemental components that are not archeotech or xenotech


Pity, the teloportarium is very nice, but ok, An Areborium and Murder servitors then.


A Teleportarium is Archano-Tech and can only be part of the ship if the Ship's history or the Rogue Warrant specifies you get it (we have two Xeno Tech because of our ship's history and warrant).

In other words, we can't get this tech.

We have 2 spaces and 3 points to spend.

Options

i> Combat option - Servitor option.

Crew Reclamation Facility - 1 space and 1 SP
Murder Servitors - 1 space and 2 SP

This gives us a steady supply of servitors for helping to run things and to go on combat missions.

ii> Augmented Mission and Augmented Thrusters

Choose either two items from the following list or one item and Augmented Thrusters (adds +5 to Maneuverability of ship).

Luxury Passenger Quarters
Librariun Vault
Temple-Shrine to the God-Emperor
Trophy Room
Observation Dome

The above all add some minor bonus for completing Endeavors and usually another bonus.

iii> Improved Navigation

Warpsbane Hall for 0 space and 2 SP (gives +10 Navigation through Warp)

Markov 1 Warp Engine for +2 Space and 1 SP (allows reduction of Warp travel times by 1d5 weeks)

iv> Improved Crew Accomodations

Voidsmen Quarters is +1 space and +0 SP (removes the -2 to Morale on the ship)

Clan-Kin Quarters is +2 space and +1 SP (gives reduced moral loss and +5 to Command tests to avoid boarding actions)

Could combine the above with the Warpbane Hull.

v> Improved Stealth

Instead of the Warpbane Hull you could take Empyrean Hull which is 0 space and 2 SP but raises the difficulty to detect the ship by 2 levels when Silent Running.

Sovereign Court

All good options.

My personal input is that time is a luxury you have a lot of in this game- reducing travel time only becomes relevant when your low on supplies...


Kind of like the stealth option myself,...


What kind of heathens are you? Every ship NEEDS a shrine to the God-Emporer! Without one (and a firm hand), the crew will surely become tainted by the Warp.

To see His face on a regular basis is to be strengthened and girded against corruption.

Sovereign Court

A friendly reminder to all-

As stated previously, i'm hoping to start (loosely) on the 20th, where I will make the game thread and the discussion thread.

Before that time, I need-

1. The extra ship points spent- i'm having no input here so decide between you. Smergs outlined some excellent options so perhaps a vote (with an option for a shrine of course ;).

2. Nightflier's character to be finished- this is kind of critical as i'm working a little blind without the full backstory.

3. Turnage's characters background to be posted. I've heard most of it but its good to share

4. I need someone to create an alias for the ship, as i'd rather its morale, damage and population etc. be tracked by players...

5. Please state whether your character adds or subtracts to total profit factor, and by how much. Between you I think theres a lot of ups and downs in PF...


Well, A shrine is nice, good for morale and all, and if we plan on doing a lot of hit and runs maybe we could combine it with murder servitors. Otherwise we could just go with the Agumented thrusters.

And my character does not apear to affect PF at all.


I quite like the Augmented thrusters, because our ship has the thing where it has a negative bonus to movement in combat doesn't it?

Sovereign Court

The ship's maneuvrability is directly added to any piloting rolls to do maneuvers with it. Its currently +15, will be +20 with augmented thrusters.


My character is in favour of the Combat Option. Religion is built in with a servitor so they will all serve the God-Emperor for centuries. They will serve in life and in death.

Then again, my Navigator is an 'old house' of the Imperium and doesn't have the same 'respect' for crew as some members might. Lion sees crew as tools and not beings.


I add +1 to profit factor - (Duty Bound origin)

I still like the stealth option as this is very flexible in terms of attack, defense or avoidence of threats. If no-one else agrees i'd tend towards either increased maneuvrability or better morale for the crew.

This is all ooc though - Minerva doesn't tand to make these kind of decisions. She's a follower not a leader.

If its ok i'll leave the ship's alias to someone who knows the rules better than me.

Sovereign Court

+1 to PF from Minerva

Does lion contribute +1PF from noble? Anything else adding from that?


Alexander Kilcoyne wrote:

+1 to PF from Minerva

Does lion contribute +1PF from noble? Anything else adding from that?

Lion's life path has a +1 and -1 to PF which equals 0.

Nobility is +1
The One to Redeem them is -1 PF (though Lion does add extra 50 achievement points each Endeavour Objective by just being involved ~ he's that good at such things hehe)


Jerol, being the pilot, would definitely go for the increased maneuverability. And im not sure he would approve of the combat option, I think he might see it as enforced servitude, and he hates that.


Turnage wrote:
I think he might see it as enforced servitude, and he hates that.

Well that will be interesting (see my background in alias)

Dark Archive

I'm writing my character's background, and I'll try to finish it and post it on Sunday. Does anyone mind if I change the name of our ship to Void Wolf?

Sovereign Court

nightflier wrote:
I'm writing my character's background, and I'll try to finish it and post it on Sunday. Does anyone mind if I change the name of our ship to Void Wolf?

No objection, it was just my example :)


nightflier wrote:
I'm writing my character's background, and I'll try to finish it and post it on Sunday. Does anyone mind if I change the name of our ship to Void Wolf?

Well I don't have any objections to the name. I however assume you are naming it that because of your connections to the space wolf chapter? And the ship was probably around before you joined it? So it would not be very likely that your character would have been able to give this tribute to the space marine chapter.

Minerva Cymbry wrote:
Well that will be interesting (see my background in alias)

I just read it, lol yeah that could be :p. He will probably think of you as sub human, because you are happy with your life as a slave and don't even try to rebel against it. I doubt it will cause any out right conflict though, he will just disregard your opinion etc.


Turnage wrote:
I just read it, lol yeah that could be :p. He will probably think of you as sub human, because you are happy with your life as a slave and don't even try to rebel against it. I doubt it will cause any out right conflict though, he will just disregard your opinion etc.

Should open up some interesting RP dynamics :)


Name the ship what you like.

Sovereign Court

Alexander Kilcoyne wrote:

A friendly reminder to all-

As stated previously, i'm hoping to start (loosely) on the 20th, where I will make the game thread and the discussion thread.

Before that time, I need-

1. The extra ship points spent- i'm having no input here so decide between you. Smergs outlined some excellent options so perhaps a vote (with an option for a shrine of course ;).

2. Nightflier's character to be finished- this is kind of critical as i'm working a little blind without the full backstory.

3. Turnage's characters background to be posted. I've heard most of it but its good to share

4. I need someone to create an alias for the ship, as i'd rather its morale, damage and population etc. be tracked by players...

5. Please state whether your character adds or subtracts to total profit factor, and by how much. Between you I think theres a lot of ups and downs in PF...

OOC, murder servitors are a good choice. Those more familiar with the system should outfit the ship as you see fit.

I do not add or subtract anything to the profit factors.

I'll post a more detailed background before the 20th.

Sovereign Court

Discussion Thread Is Live

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