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Alectai posted:How the hell are they even supposed to be playable? Don't they need to torture everything they can so their soul doesn't get slurped up? I imagine that would be the mechanic a la Fate Points, Infamy, etc.
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# ? Mar 20, 2012 03:38 |
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# ? Jun 5, 2024 09:28 |
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I'm running the Black Sepulchre (say it 'seppelkur', turns out) for my party and I'm in-between the first and second third of the book. They've not really hammered down the whole 'talking to people and looking things up' thing, so I was thinking to ease them into it with a mid-space trip. They're hitching a ride with a RT who's doing it basically to get the cops out of his grill- he has some suspicious artifacts on board and poo poo, you know. I'm figuring the crew gets sent down below to retrieve an artifact for gold (they're all hungry for spacebux for one reason or another) and they have to get directions, deal with machines and people, and they can even shoot the cargo cult that's sprung up around the artifact if they'd like. Talk someone into helping them or at least tossing them a skull, navigating the ship, talking to the people who live in the less-watched decks, punching some people, asking machines politely to open the doors, finding the cult, finding their hideout, shoot/psyker them to death, take loot. Sound good? e: I have a Cleric-facewoman (whose player knows jack poo poo about 40k ), a Techpriest, Psyker (the best player- better than I am) and an Arbite (because he read the Arbite books and liked them). e2: How good is an Optical Mechadendrite and should I be worried about my players (save the Psyker) boosting stats. Also also should I let the TP buy up his Fel at the worst rate? Karma Guard fucked around with this message at 03:51 on Mar 20, 2012 |
# ? Mar 20, 2012 03:41 |
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That sounds like a plan! (As an aside, it always bewilders me when I read that human spaceships in 40k are big enough to have their own demographics and ecosystems.)
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# ? Mar 20, 2012 03:47 |
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InfiniteJesters posted:(As an aside, it always bewilders me when I read that human spaceships in 40k are big enough to have their own demographics and ecosystems.) Hah, it's our GM's go-to route for a session when we're inbetween missions- have us get involved in starship politics. I remember when we had to arrange a marriage between the Port and Starboard Battery Clans, then arrange for added security and priveleges for the dudes in charge of the Nova Cannon because they feared a takeover from the newly-formed alliance. We're thinking of upgrading a few systems (reducing Space and Power requirements) and getting a Barracks, as our Missionary thinks shared military training and conscription would help reduce frictions between the two groups.
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# ? Mar 20, 2012 05:00 |
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CommissarMega posted:Hah, it's our GM's go-to route for a session when we're inbetween missions- have us get involved in starship politics. I remember when we had to arrange a marriage between the Port and Starboard Battery Clans, then arrange for added security and priveleges for the dudes in charge of the Nova Cannon because they feared a takeover from the newly-formed alliance. We're thinking of upgrading a few systems (reducing Space and Power requirements) and getting a Barracks, as our Missionary thinks shared military training and conscription would help reduce frictions between the two groups. I have to ask whether the Imperium has cryotechnology, except I don't think cryotech is feasible in the four-figure range needed for all the crewmen on an Imperium ship since what would normally be automated on a sane, modern or futuristic starship has to be done by hand by innumerable deckswabbies. And at any rate the cryotech/sleepertech is needed elsewhere, like for keeping Eversors stuffed away in a cozy box until the Officio Assassinorum needs a nice little package of canned murder deployed somewhere.
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# ? Mar 20, 2012 05:06 |
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InfiniteJesters posted:I have to ask whether the Imperium has cryotechnology, except I don't think cryotech is feasible in the four-figure range needed for all the crewmen on an Imperium ship since what would normally be automated on a sane, modern or futuristic starship has to be done by hand by innumerable deckswabbies. Cryotech does exist, but it is classified as archaeotech, and as such is only used when amd where absolutely necessary. Perhaps your most powerful Magi, Inquisitors and Rogue Traders have some, but us PF 55 RTs? Not likely. Also, I can't recall where it was mentioned, but it was mentioned that Imperial ships are, if anything, vastly undermanned compared to how things are done in our time. Sure, they ain't Trek ships, but there is a lot of automation going on in Imperial ships- it's just that you won't see much of it in the art.
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# ? Mar 20, 2012 05:09 |
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Re: cryotech there are a few one off references to a different from the xeno one Cold Guild which operates in imperial space picking up exiled nobles and carrying them frozen in long slow journeys to the outer rim.
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# ? Mar 20, 2012 05:27 |
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CommissarMega posted:Also, I can't recall where it was mentioned, but it was mentioned that Imperial ships are, if anything, vastly undermanned compared to how things are done in our time. Sure, they ain't Trek ships, but there is a lot of automation going on in Imperial ships- it's just that you won't see much of it in the art. Dauntless Light Cruiser: 4.5km long, 65,000 crew ~14.4 crew/meter USS Enterprise 342m long, 5,800 crew ~16.9 crew/meter
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# ? Mar 20, 2012 06:10 |
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What's an appropriate number of total crew for an Astartes Strike Cruiser?
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# ? Mar 20, 2012 06:42 |
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Signal posted:Dauntless Light Cruiser: You're forgetting to take width and height into consideration! In any case, going by the Battlefleet Koronus sourcebook for Rogue Trader, and eyeballing the heights, these are the stats for Grand Cruisers: pre:Avenger-Class Grand Cruiser 141,000 crew Length: 7.5 km Width: 1.5 km (not including fins; with them, it's 1.8 km) Height: 3.5 km Total inner volume: 39.375 cu. km Total crew per cu. km: ±3.58 pre:Repulse-Class Grand Cruiser 134,000 crew Length: 7.4 km Width: 1.2 km (not including fins; with them, it's km) Height: 3 km Total inner volume: 26.64 cu. km Total crew cu. km: ±5.03 pre:Exorcist-Class Grand Cruiser 112,000 crew Length: 7.3 km Width: 0.9 km (not including fins; with them, it's 1.1 km) Height: 3 km Total inner volume: 19.71 cu. km Total crew per cu. km: ±5.68 CommissarMega fucked around with this message at 12:41 on Mar 20, 2012 |
# ? Mar 20, 2012 06:45 |
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It's not that they're more crew-efficient, they just have sections that have been walled off because nobody know what they do
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# ? Mar 20, 2012 06:52 |
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CommissarMega posted:You're forgetting to take width and height into consideration! It's true, I've failed. But I think the term you're looking for is "volume," and it's measured in cubic units
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# ? Mar 20, 2012 07:07 |
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MaliciousOnion posted:It's not that they're more crew-efficient, they just have sections that have been walled off because nobody know what they do RIP rogouch and its lurking genestealers
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# ? Mar 20, 2012 08:39 |
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Alectai posted:How the hell are they even supposed to be playable? Don't they need to torture everything they can so their soul doesn't get slurped up? : Did you know? The average Rogue Trader dynasty, through its rampant settler colonialism and exploitative imperialistic methods, tortures planetary populations and sucks their souls on a scale that most Dracons could only dream of.
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# ? Mar 20, 2012 08:56 |
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What's a good way to play Dark Heresy or Rogue Trader if you haven't got enough people around?
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# ? Mar 20, 2012 09:11 |
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Benagain posted:Re: cryotech there are a few one off references to a different from the xeno one Cold Guild which operates in imperial space picking up exiled nobles and carrying them frozen in long slow journeys to the outer rim. If I remember right, Hostile Acquisitions has rules for an upgrade that lets you put a portion of your crew into cryogenic storage as need be.
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# ? Mar 20, 2012 10:16 |
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Hodgepodge posted:If I remember right, Hostile Acquisitions has rules for an upgrade that lets you put a portion of your crew into cryogenic storage as need be. Alectai posted:How the hell are they even supposed to be playable? Don't they need to torture everything they can so their soul doesn't get slurped up?
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# ? Mar 20, 2012 11:50 |
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Talkie Toaster posted:I thought the new DE codex had made them less retarded? At first I was surprised but after thinking about it it's feasible. If you can have an Ork or a Kroot, you can have a morally bankrupt Eldar. "The Thirst" is like an addiction that gets worse over time. It prolongs their lives and keeps them young but I don't think under the new fluff they die if they're not constantly murder raping something. You also have to imagine that a Dark Eldar running around with humans instead of chilling out in Commorragh has to be hosed up, well by Dark Eldar standards.
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# ? Mar 20, 2012 12:28 |
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RocknRollaAyatollah posted:At first I was surprised but after thinking about it it's feasible. If you can have an Ork or a Kroot, you can have a morally bankrupt Eldar. "The Thirst" is like an addiction that gets worse over time. It prolongs their lives and keeps them young but I don't think under the new fluff they die if they're not constantly murder raping something. You also have to imagine that a Dark Eldar running around with humans instead of chilling out in Commorragh has to be hosed up, well by Dark Eldar standards. Or maybe he's running from political opponents, which has quite a bit of story potential. Signal posted:I think the term you're looking for is "volume," and it's measured in cubic units Whoops, my bad. Gonna change it in a mo. MaliciousOnion posted:It's not that they're more crew-efficient, they just have sections that have been walled off because nobody know what they do I seem to recall reading somewhere that a DM's planned RT game has not moved beyond the ship for a year IRL because the crew got lost in the ship's bowels and are trying to get out
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# ? Mar 20, 2012 12:40 |
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Is it going to be straight out Dark Eldar or an Outcast type dude?
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# ? Mar 20, 2012 14:42 |
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Benagain posted:Is it going to be straight out Dark Eldar or an Outcast type dude? Fantasy Flight Games posted:Of course, the Explorers have a chance to do some betraying of their own, and to this end, The Soul Reaver contains the Dark Eldar Kabalite Warrior Career Path. This full new Career, designed for use in this adventure and beyond, allows players to take the sadistic power of the Dark Eldar into their own hands for the first time in Warhammer 40,000 Roleplay. Looks like a straight out Dark Eldar, although who knows how they're going to justify it.
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# ? Mar 21, 2012 03:02 |
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Well it's Eldar, so you can always do the "Pfft, the time I spend hanging out with you losers is a tiny fraction of my total lifespan and you're mildly amusing" type thing.
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# ? Mar 21, 2012 03:11 |
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I saw this and had to come share it. What happens when people try to write Space Marine oaths. READY TO SPEW THE FURY
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# ? Mar 22, 2012 22:19 |
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The Vommarine's Oath.
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# ? Mar 22, 2012 23:31 |
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Update! Game 2 went smashingly. The party showed up in Port Wander, sold their "two tons of Nephilim" I conveniently stowed on their ship (giving them a starting Profit Factor of 45). I asked the Seneschal "what is Nephilim used to do," since I had no idea and was perfectly happy having be effectively Unobtainium. He decided it was used for mech-grafts like bionic legs, so they went down into the Gilt Processional to find a sawbones who could purchase it (they walked in as he used an Ork Choppa to hack off a dude's leg and slam another bionic one on there), and completed the sale. They then followed, pretty much, phases 1 and 2 of the starting adventure out of the back of the book, except for a few great twists: 1) The Missionary went to the Imperial Church guys and said, "Hey, whassup, what do you guys need?" and I came up with a plot hook for them to deal with. 2) The Arch-Militant went running around left-clicking on everyone with a "!" over their head and got a cool bounty to keep his eyes out for. 3) The Seneschal, convinced he will be double-crossed (I replaced the old faithful family retainer with a crime lord who rules the Undercity of Port Wander), made every effort to publicly and loudly buy a map to the wrong part of the Koronus Expanse, since they know they're being followed, then quietly bought the right maps. During the flight, they were looking for a way to get up morale, so they decided on a boxing tournament. The "captain," who started as a figurehead whose first in-combat action was to faint dead-away with fear in the face of danger (this is a PC, mind you, just one with a terrible WP score), entered, but instead of using his WS, I let him use his TGH skill, and we all justified it as "the captain is wearing out the arch-militant's hands on his face." The Captain won, exhausting the other fighters (it was two rounds, 1v1 winner advancing), and showed that, no matter how many times you get punched in the face, "Never Give Up, Never Surrender!" (yes, he actually said that) I can't tell you how happy this makes me, because the guy playing the Captain/Rogue Trader is usually the weakest RP'er of the bunch, and it's clear everyone's having a blast now with this goofy, motley crew. This game really does feel like Firefly sometimes.
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# ? Mar 23, 2012 00:05 |
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What is the difference between Rogue Trader combat rules and Black Crusade rules?
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# ? Mar 24, 2012 22:28 |
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Rogue Trader still has Unnatural Characteristics as multipliers instead of bonii, and Semi-Auto and Single Shot have been flipped in terms of modifiers (Single Shot is now more likely to hit then multiple shots.). Besides that and some different Talents and consolidated Skills, the core system is basically the same. Oh, one more thing, you start with one Degree when succeeding/failing in Black Crusade, Rogue Trader only adds degrees for every 10 you succeed/fail by, and Unnatural characteristics add half their value in bonus degrees on a successful roll. Alectai fucked around with this message at 23:06 on Mar 24, 2012 |
# ? Mar 24, 2012 22:55 |
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Beer4TheBeerGod posted:What is the difference between Rogue Trader combat rules and Black Crusade rules? Black Crusade makes it so full auto weapons don't give you the same bonus as aiming carefully for a full round, so the most effective strategy isn't "ROCK AND ROLL BLAM BLAM BLAM* every round
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# ? Mar 24, 2012 22:56 |
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I've been running a game of Rogue Trader lately and been having a good time with it. I thought it would be good to bring an issue I've been having here for some advice. So far my players have been breezing through combat, I'm not sure if I'm making enemies that are too weak or screwing up the combat rules somehow. To give an example this is a template for a giant alien snake that they encountered and killed with pretty much no trouble. WS: 50 BS: - S: 45 T: 40 Ag: 50 Int: 10 Per: 40 WP: 30 Fel: - Wounds: 20 Armor - 3 AP (All) Traits: Toxic, Crawler, Sturdy Bite - 1d10 Primitive Constrict - When grappling an opponent preform a successful strength test to do 1d5+(Strength Bonus) damage and inflict a level of fatigue. I have a party of five, probably the biggest damage dealer is the Seneschal with a pump shotgun who will typically get into point blank range and get two shots in with scatter. For now I think I'll give the opposition some more wounds and armor.
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# ? Mar 24, 2012 23:05 |
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YamiB. posted:I've been running a game of Rogue Trader lately and been having a good time with it. I thought it would be good to bring an issue I've been having here for some advice. So far my players have been breezing through combat, I'm not sure if I'm making enemies that are too weak or screwing up the combat rules somehow. The primitive attack means that armor will be extra effective, and 20 wounds isn't a lot for something intended to solo 5 explorers. I could see Stork soloing that thing by himself. Definitely add more armor and wounds. You might also want to make the attacks deadlier.
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# ? Mar 24, 2012 23:10 |
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Beer4TheBeerGod posted:The primitive attack means that armor will be extra effective, and 20 wounds isn't a lot for something intended to solo 5 explorers. I could see Stork soloing that thing by himself. Yeah I wasn't sure if I wanted to keep it primitive, but I figured I didn't want it to be too deadly. I was mostly surprised by how quick it went down. Honestly attacks didn't matter for this one since for the two rounds it lived I rolled above 90 on the WS tests. I'll definitely pump up the AP and Wounds on future ones. Thanks.
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# ? Mar 24, 2012 23:20 |
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YamiB. posted:I've been running a game of Rogue Trader lately and been having a good time with it. I thought it would be good to bring an issue I've been having here for some advice. So far my players have been breezing through combat, I'm not sure if I'm making enemies that are too weak or screwing up the combat rules somehow. Well, to be honest, if you want to make things difficult I find that having multiple enemies rather than one big one makes things more challenging, but that said, for solo encounters such as this you'll definitely want to pump up its wounds and armor as well as give it some better offensive capabilities.
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# ? Mar 24, 2012 23:25 |
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YamiB. posted:Yeah I wasn't sure if I wanted to keep it primitive, but I figured I didn't want it to be too deadly. I was mostly surprised by how quick it went down. Honestly attacks didn't matter for this one since for the two rounds it lived I rolled above 90 on the WS tests. If you have copies of the player sheets run some mock battles ahead of time. Also there's nothing preventing you from tweaking on the fly. For example the critter could run out of toxin, or break a fang and have the attacks lose AP or reduce damage.
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# ? Mar 24, 2012 23:26 |
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20 wounds is incredibly fragile. Don't be afraid to give it way more offensive capability either. As much as some people talk about how deadly 40kRP is, intelligent use of fate points makes players pretty difficult to kill.
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# ? Mar 24, 2012 23:31 |
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YamiB. posted:The Carnosaur from Dark Heresy has 40 wounds, toughness bonus 10 and 2 armour, and deals d10+14 primitive tearing damaage. Even then, consider that RT characters in AP 6 carapace with TB 4 are only going to take about 1d10 damage from being bitten, and a full-auto burst with a boltgun is probably going to knock off 10 wounds from it. E: I did throw a pack of them (2 and 3 downstatted young) at an RT party, but they dug a giant pit trap and had the psyker compel them to eat each other after they fell in, so I don't have any practical experience of RTs vs them. Talkie Toaster fucked around with this message at 00:05 on Mar 25, 2012 |
# ? Mar 24, 2012 23:54 |
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Months ago I had a giant repository of 40k tokens for maptools compiled by some guy. I can't remember the site but I had to manually save each token, there was no bulk download. Does anyone know what I'm talking about or have an alternative place to get good 40k tokens? Also, sorry for going inactive to anyone whose game I was in
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# ? Mar 25, 2012 02:59 |
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Turtle before the Storm posted:Months ago I had a giant repository of 40k tokens for maptools compiled by some guy. I can't remember the site but I had to manually save each token, there was no bulk download. Does anyone know what I'm talking about or have an alternative place to get good 40k tokens? Found this with a quick google search, not sure if it's what you were looking for. Over 400 tokens all up.
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# ? Mar 25, 2012 04:10 |
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That's the one. Thank you! I swear I searched for it myself but I didn't find it.
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# ? Mar 25, 2012 05:26 |
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Turtle before the Storm posted:Months ago I had a giant repository of 40k tokens for maptools compiled by some guy. I can't remember the site but I had to manually save each token, there was no bulk download. Does anyone know what I'm talking about or have an alternative place to get good 40k tokens? There is actually a bulk download if you want to save some clicking. Click the 'add album to cart' which'll take you to a view cart type screen. At the top right of this screen there is a 'cart actions' dropdown where you can download all of the images in a zip.
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# ? Mar 25, 2012 06:40 |
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# ? Jun 5, 2024 09:28 |
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In today's session of my group:
-We break into a sympathizer's hideout and I threaten to use my juggling skills on the rebel scum if they do not cooperate. -Our Apothecary attempts to solve problems by being an EXTREMELY aggressive drug pusher. -When an ammo dump in the city explodes, an order to our Apothecary to tend to wounded Guardsmen is met with an incredibly bored-sounding "No." -My Ultramarine tackles a Guardsman into a wall to prevent him from executing a person of interest in the Tau conspiracy. CRUNCH! -We confront the corrupt city elder helming the Tau sympathizers in the city, plus his bodyguard, all toting Tau pulse carbines. The elder taunts us to give him one good reason not to fire...To which our response is our Librarian burning over half of them alive with his powers, my Ultramarine blasting 4 of them into kibble with a Storm Bolter, and our Black Templar Assault Marine pinning the elder to a wall with a power blade at the elder's throat while growling "How's THAT for a reason?" I swear, I have the best group and play the best game.
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# ? Mar 25, 2012 22:04 |