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Nothing but some alternate start packages (mostly/possibly only used in DH) alter your starting talents, so they're listed to prevent you being locked out of them.
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# ? Sep 7, 2013 14:42 |
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# ? Jun 4, 2024 04:58 |
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goatface posted:Quick skim of books suggests that's how they work in every game. Crit 2 on a leg followed by 3 damage to an arm means crit 5 on the arm. Alternatively, you can give mooks no wounds and have them go straight into critical damage.
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# ? Sep 7, 2013 15:03 |
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To make sure I'm doing item acquisition correctly: The Hispaniolatron 4000 (our group) has a profit factor of 55. While docked at a place that would presumably have access to it, one of our group decides he wants some armor. Of course he decides gently caress it, I want some light power armor, and I want it to be good quality. So you take our profit factor of 55, subtract 30 (extremely rare), subtract 10 (good quality), and get 15 as the roll to beat (he got an 8)?
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# ? Sep 7, 2013 15:09 |
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He should get a +30 for only wanting one (page 272), because it's not in the unique and near-unique class (page 276). Unless of course the GM has decided that the item is equally difficult to find in bulk and scale modifiers shouldn't come into it. goatface fucked around with this message at 15:39 on Sep 7, 2013 |
# ? Sep 7, 2013 15:34 |
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45, actually, since it's only 1 item (+30 modifier). Also take into account the general tech level of the place- if they're on a feral world, then he shouldn't be able to get it, but a Forge World? They should be churning those things out by the dozen. Also, hint at extra features and stuff being available if the guy would do just one liiitle favour for the Magos...
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# ? Sep 7, 2013 15:36 |
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Doesn't that make it...pretty trivial to get stuff? I mean I can't imagine why a player would want to get a poo poo ton of most of the stuff we're rolling for.
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# ? Sep 7, 2013 15:43 |
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SUPER NEAT TOY posted:Doesn't that make it...pretty trivial to get stuff? I mean I can't imagine why a player would want to get a poo poo ton of most of the stuff we're rolling for. That's kind of the point of Rogue Trader. You have so much dosh it's more a question of having it in the right place in the right time than it being a question of you having enough. There are still some items that are really difficult to get your hands on, though. Near Unique, Unique, and ship based stuff don't have a quantity factor, so those modifiers stick. As for why you'd get a lot of stuff, Rogue Trader operates on a massive scale. Getting 10,000 suits of light power armor will give you a hell of a fighting force for boarding actions, territorial disputes, colony uprisings, inter-house warfare, etc. Arming your crew and getting them gear is something a Rogue Trader can and should do.
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# ? Sep 7, 2013 15:57 |
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Essentially yes, by design. Rogue Traders are meant to be some of the richest people in the galaxy, their command staff can quite easily have personal armouries worth more than a small starship. Given access to a large marketplace and sufficient time, they should be able to purchase almost anything they desire. It becomes more difficult when you're outfitting an army, or attempting to purchase large military items like combat vehicles, small craft or torpedoes, trying to acquire something rare in a very short amount of time, or shopping for high-technology on backwater planets. Or if you just want a LOT of something for plot purposes.
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# ? Sep 7, 2013 16:06 |
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Rogue Trader is basically about playing a group of the most powerful, wealthy, and obnoxious assholes in the galaxy and cruising around doing whatever the gently caress you want. Personal equipment isn't limited because, well, the way the game is designed the players really shouldn't be getting their challenges/problems through not having good enough personal effects to get through the day. I mean, they have a starship with laser batteries and a crew of thousands, they can always nuke people from orbit or send in waves of minions anyway - so it's not like denying them nice armor is meaningful. Their challenges are going to be on a different scale - either rival enterprises/groups that are equally well armed and equipped, or huge hordes or stuff, or planet-scale problems.
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# ? Sep 7, 2013 18:55 |
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We have a guy who wants to make a Missionary, and I'm not entirely sure how exactly Flamers work. The rules for Flamers state that rolls to dodge the flames are better without the appropriate weapon skills, but what weapon skills are that, exactly? Do you need both Weapon Mastery (Basic) and Flame Weapon Training to use a basic Flamer, for example? edit: sorry for all the dumb questions
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# ? Sep 7, 2013 19:28 |
SUPER NEAT TOY posted:We have a guy who wants to make a Missionary, and I'm not entirely sure how exactly Flamers work. The rules for Flamers state that rolls to dodge the flames are better without the appropriate weapon skills, but what weapon skills are that, exactly? Do you need both Weapon Mastery (Basic) and Flame Weapon Training to use a basic Flamer, for example? You don't need both, you just need Flame Weapon Training for normal flamers. Flame Weapons, Exotic weapons and Heavy weapons are essentially the only weapons not covered by the Basic Weapon Training (Universal) talent (Primitives too? Can't remember right now). Also I'm quite sure almost every single career gets Basic Weapon Training (Universal) either for free in the starter package or available to buy immediately - can't check since I don't have books with me.
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# ? Sep 7, 2013 21:21 |
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A Rogue Trader can't buy it until rank 4.
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# ? Sep 7, 2013 21:24 |
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Astropaths don't get it until rank 6, Navigators rank 5, Rogue Trader rank 4, Void Masters rank 3. They all start with universal pistol instead.
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# ? Sep 7, 2013 21:48 |
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SUPER NEAT TOY posted:Doesn't that make it...pretty trivial to get stuff? I mean I can't imagine why a player would want to get a poo poo ton of most of the stuff we're rolling for. As an addendum to what everyone's been saying about Rogue Trader, don't think of your players' equipment as simply being bigger numbers for your pretend dudes. Rogue Traders and their retinues demand and deserve the best, after all, but in the Imperium, Good and Best quality items will have a history behind them, especially if they're items of Rare availability or higher. You can use these to entice players with new adventures and plot hooks even if (or especially when) they fail an Acquisition roll. You don't have to do this for everything they want (I can't think of how to fluff out an Ammo Backpack, for instance), but a Best-Quality storm bolter's got to have been through some poo poo. If a player somehow gets his hand on a Near Unique item, then there's a plot hook right there! SUPER NEAT TOY posted:We have a guy who wants to make a Missionary, and I'm not entirely sure how exactly Flamers work. The rules for Flamers state that rolls to dodge the flames are better without the appropriate weapon skills, but what weapon skills are that, exactly? Do you need both Weapon Mastery (Basic) and Flame Weapon Training to use a basic Flamer, for example? Unless mentioned otherwise, Basic Weapon Mastery should grant you proficiency with any Basic Weapon, but yeah, Flame weapons have their own set of Talents.
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# ? Sep 7, 2013 23:14 |
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I'm contemplating an Only War game where the party are members of an Imperial Navy Marine boarding team, specialising in the capture of pirate and rogue vessels (so they can be refit or sold to the highest bidder). I'm looking for opinions on a few things that I think would be necessary, but there aren't analogues for in Only War, and so I've pulled across and modified some stuff from Rogue Trader. pre:Void Armour: Essentially a lightweght void suit with embedded flak plates, void armour is not designed to allow for extended extra-vehicular operations, but can provide up to 90 minutes of breathable air when required. The suit is designed with combat in mind and has limited self-sealing capabilities and features an attached sealant kit to allow for larger scale emergency repair. When struck by an attack that would breach the suit, there is a 50% chance it will seal the damage before significant air-loss. If the self sealing does not operate, a full round action will seal the suit, but must be carried out before 5 rounds have passed or the damage will spread and the air loss will be too large to manage. The helmet can be worn open or closed and features an in-built microbead and chrono. Void Armour provides 4 AP to the arms and legs and 5 AP to the head and torso and weighs 15 kilos. Void armour provides a +10 bonus to intimidate against those who live on-board ships and stations. pre:Regimental Favoured Heavy Weapon: Naval Automatic Shotcannon Heavy 40m -/3/6 2d10+4I Pen 0 Clip 24 Rld 2Full Scatter, Inaccurate 18kg Rare At its core a huge automatic shotgun, yet significantly more refined than an Ogryn's Ripper Gun, the Automatic Shotcannon fires huge shells that can turn a man into so much red mist. Almost unheard of outside the Navy, these weapons are favoured for their heavy rate of fire and superior effect lightly armoured foes, while lacking the potential to cause significant systems damage that is found in most heavy weapons. The Shotcannon is not a heavy weapon because of its weight, but because of the huge recoil generated by its massive ammunition. pre:"Boarding Knife" Somewhat closer to a machete than a standard combat knife, this long but extremely well weighted blade has a wickedly sharp edge to slice through void suits on even a glancing hit, and is heavy enough to hack apart any crude barricades thrown up as part of a defence against boarding parties. Melee 1d5+4R pen 2 Balanced, Mono 1kg
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# ? Sep 8, 2013 01:11 |
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What exactly do missionaries do? I just had a session where our Missionary kind of blundered around with a flamer (which does poo poo damage, of course) and really it seems like he can't honestly do a lot otherwise unless he's happy to spend his Fate Points to confer mediocre bonuses to people. Eventually I got to the point where I'd give him pluses to rolls if he'd spend a round praying to the God-Emperor. I feel bad because our Explorator gets to turn people into murder bots and mount lasers on himself and poo poo, and our Navigator can make people explode with his eye, and he gets to...not be scared by Daemons. also: are Flamers affected by degrees of success (or, I guess, failure)?
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# ? Sep 8, 2013 07:05 |
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The Missionary gets to inspire mobs into a rabid murder-frenzy. Remember, hatred and ignorance are considered virtues by the Imperial Creed. (Also, if you think that not being scared by daemons isn't much, try using some daemons). Hodgepodge fucked around with this message at 08:41 on Sep 8, 2013 |
# ? Sep 8, 2013 08:38 |
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SUPER NEAT TOY posted:What exactly do missionaries do? I just had a session where our Missionary kind of blundered around with a flamer (which does poo poo damage, of course) and really it seems like he can't honestly do a lot otherwise unless he's happy to spend his Fate Points to confer mediocre bonuses to people. Eventually I got to the point where I'd give him pluses to rolls if he'd spend a round praying to the God-Emperor. I feel bad because our Explorator gets to turn people into murder bots and mount lasers on himself and poo poo, and our Navigator can make people explode with his eye, and he gets to...not be scared by Daemons. I'm not sure what the rest of your group is doing but the missionary is the leader of men. Hes the one is supposed to rally people and turn a neutral crowd into a violent force. Fanaticism, devotion, faith. Thats what hes about as a character. Combat isn't really the point of Rogue Trader so if your just having lots of combat, yea I can see t he missionary not really keeping up with others. His strength should be deploying to worlds and knowing he has an automatic in with whatever religious group is on planet able to barter with the stability of a heavily fanatical Imperium of Man with whatever party the Rogue Trader group is trying to work with/manipulate/destroy. Depending on your warrant of trade having a Missionary being able to show up and threaten to report heresy to other groups is a big enough bargaining chip beyond the obvious method of trying to setup a good old fashioned witch burning.
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# ? Sep 8, 2013 13:20 |
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goatface posted:I'm contemplating an Only War game where the party are members of an Imperial Navy Marine boarding team, specialising in the capture of pirate and rogue vessels (so they can be refit or sold to the highest bidder). I'm looking for opinions on a few things that I think would be necessary, but there aren't analogues for in Only War, and so I've pulled across and modified some stuff from Rogue Trader. This void armour seems pretty OP to me. Generally, void armour is bulky and not really suitable for combat. For example: I'd suggest maybe giving a -10 penalty to Agility. Also I don't agree with the self-sealing ability; if it were me, I'd drop it and just leave the sealant kit, and make combat a bit more tense.
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# ? Sep 8, 2013 14:42 |
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I was basing it off the Pressure Carapace in Hostile Acquisitions, which has a 50% chance of avoiding a suit breach (or a 100% chance if it's good or best quality) but has no stated air-supply limit or agility penalty. I'm trying to avoid giving it any significant drawbacks because it's their standard armour, it just happens to be pressure sealed and with a full-face helmet visor that can be opened and closed. They're based off Drop Troopers, exchanging the grav chute and respirator for limited EVA potential. Maybe I should just drop it back to a flat 4AP, remove the self-sealing and give it a standard in-built rebreather (which would make getting replacement air-tanks easier). I really just don't want them to think of fighting in a vented room, shooting a hole in the wall, or travelling along the surface of a ship as a really stupid idea. A bad idea maybe, but not a suicidal one.
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# ? Sep 8, 2013 16:00 |
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Rogue Trader and the Inquisitor's Handbook actually have naval weapons with low Pen. and other features designed for shipboard combat, where breaching a wall can be fatal and most fighting takes place in short, narrow corridors. I can only imagine that Battlefleet Koronus would also be a goldmine for you. Hodgepodge fucked around with this message at 16:20 on Sep 8, 2013 |
# ? Sep 8, 2013 16:17 |
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Are ship components redundant? Several supplemental components say they can't be bought more than once per vessel, so I would guess not, but I'm just asking.
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# ? Sep 9, 2013 01:03 |
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SUPER NEAT TOY posted:Are ship components redundant? Several supplemental components say they can't be bought more than once per vessel, so I would guess not, but I'm just asking. Component bonuses can stack; it was confirmed in a previous thread, as I recall.
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# ? Sep 9, 2013 03:00 |
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This is my final question, I swear, and a bit more in-depth. One of our players wants to be an Ork, which I am fine with (and think is awesome). However, he thinks it's a bit of a poo poo deal because humans get a great deal of bullshit and he gets... 'eavy armor. I'm inclined to agree with him, because while other people are getting power armor that's covered in magic murals and carapace armor that absorbs the light and all sorts of poo poo, he gets...'eavy armor. That's it, he's got it and it's done. So I basically told him if he can think of a realistic 'fluff' reason for acquiring human armor in Ork sizes, I would do my best to figure out statlines and acquisition rolls for it. Does this seem fair at a glance?
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# ? Sep 9, 2013 15:27 |
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Your ork should be orkifying everything he gets his hands on. So what if regular human armor doesn't fit? Have him staple together two or three human sets of armor and give them interesting side effects.
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# ? Sep 9, 2013 15:36 |
Do remember that Orks get Unnatural toughness - they double their toughness bonus when counting how many wounds they take. Orks don't get heavy armor because they are really goddamn tough already. It isn't very hard for an Ork to have a base toughness of fifty after using some exp, so that's already 10 damage taken out from most attacks - and it is not impossible for an Ork to eventually have 60 toughness. An Ork in power armour would be almost unkillable except by things that do damage that just ignores that toughness. Our group had an Ork in a previous campaign and he was nigh unkillable despite having like 4 armour at best, and not in all places around the body. I'm fairly certain the player had bought all of the toughness upgrades and was at 60ish toughness, reducing all damage sources by 12. Of course you should probably let him get a mek boy do some fancy upgrades on his armour like spiky bitz and so on, but getting him an ork version of power armour or something is just going to mean that you won't be able to damage him at all unless you just put such horribly powerful creatures against him that the rest of the group dies from one hit (our group has sort of had this problem in the past with the varying power levels between characters, a Chaos Space Marine took my character to -7 in one hit while it took like four to take down another melee character - though the CSM rolled really well on his damage roll against me, almost max as far as I can remember). You should definitely help him get something fancy, but probably not any too high armor stuff unless you want your group to solve all their problems by throwing an unkillable Ork at it and waiting for the enemies to die from raw attrition. Of course having any high level Ork in the party is essentially going to be that, but at least it won't happen on rank 2 or 3 already. But again: let him get all sorts of upgrades on his armour, Into the Storm has some Ork weapon upgrades that can help you get an idea, Hostile Acquisitions also had some I think. Get him stuff like 'Shiny Gubbinz' that make him so shiny it makes it harder to hit him, but easier to notice and so on.
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# ? Sep 9, 2013 16:03 |
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Yeah, his primary defence isn't his armour, it's his toughness. He should be walking straight into the fire from the high-pen/low-damage weapons that the rest of your party are scared of like it's no thing, because to him it isn't.
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# ? Sep 9, 2013 16:07 |
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Honestly, I totally either missed that Orks had Unnatural Toughness or forgot what it did. I'm now inclined to go the other way with it, finding 'shittier' armor that gives enough bonuses to make it worthwhile. He's a Weirdboy so I think I can figure something out. On the note of Weirdboys, the only way to increase their Psy Rating without nearby Orks (Do Minderz count for this purpose?) is to buy the upgrades, right? I thought 'Da Nekst Best Fing' made 2 non-Orks count as an Ork, but I see now it's only for the 'Mob Rule' trait.
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# ? Sep 9, 2013 16:33 |
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goatface posted:Yeah, his primary defence isn't his armour, it's his toughness. He should be walking straight into the fire from the high-pen/low-damage weapons that the rest of your party are scared of like it's no thing, because to him it isn't. He should literally be walking into fire because Orks can't take damage or penalties from being on fire once they hit 50 toughness.
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# ? Sep 10, 2013 18:17 |
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SUPER NEAT TOY posted:Honestly, I totally either missed that Orks had Unnatural Toughness or forgot what it did. I'm now inclined to go the other way with it, finding 'shittier' armor that gives enough bonuses to make it worthwhile. He's a Weirdboy so I think I can figure something out. Weirdboyz count any real Ork for determining their Psy Rating, so Grots, Squigs, Snotlings, or humans wouldn't count.
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# ? Sep 10, 2013 18:18 |
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Doug Lombardi posted:He should literally be walking into fire because Orks can't take damage or penalties from being on fire once they hit 50 toughness. He'll fail his willpower test and run around like a rampaging refrigerator. Fire is the best way to deal with ork players. Edit- Or does too `ard to care negate that? I just know at one point my party was trying to put out an Ork freebooter and I felt like we were trying to get into an unoccupied dodge charger that had a brick on the pedal and was just doing doughnuts in a field forever.
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# ? Sep 10, 2013 18:59 |
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Jack B Nimble posted:He'll fail his willpower test and run around like a rampaging refrigerator. Fire is the best way to deal with ork players. The question is "will he be more or less effective on fire and shooting randomly then not on fire and shooting something specific" and for Orks the answer should be obvious.
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# ? Sep 10, 2013 19:01 |
Jack B Nimble posted:He'll fail his willpower test and run around like a rampaging refrigerator. Fire is the best way to deal with ork players. Our DM made our Ork make an Int test to figure out that the fire was not damaging him - he eventually succeeded at that even if he kept failing his willpower.
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# ? Sep 10, 2013 19:03 |
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Benagain posted:The question is "will he be more or less effective on fire and shooting randomly then not on fire and shooting something specific" and for Orks the answer should be obvious. Yeah I mean you can home rule it lots of ways because it gets kind of silly (though silly is often desired with orks) but if someone is on fire and they fail a willpower test they do nothing useful until they pass an agility test. My ork team mate made both willpower and agility his dump stats so even though the fire literally couldn't hurt him he would run around and around. So I've entirely stopped using the requisition system in Only War. My players have a ton of great gear both from promotions and personal acquisitions and unless I was going to wipe their gear the party doesn't much care what "mission specific" item they might gain. I was wondering if anyone else has run an Only War game into the higher end and felt that players care less about what "loan items" they might be given for a mission. Also the requisition system for missions slowed the game down and we had to discuss how the system worked every single time we used it. And anytime the player who's job it was to keep track of the squads "requisition chance" or whatever wasn't there it was a pain. I could see it staying important if a tighter control was kept on what players acquired unofficially but that wasn't really an option in my game.
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# ? Sep 10, 2013 19:13 |
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There are stats for Orc Mega Armor in one of the DH bestiaries. Creatures Anathema, I think. Use at your own risk. A MegaNob is daunting. To Space Marines.
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# ? Sep 10, 2013 20:25 |
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Mega Armour adds +30 to the wearer's Strength and increases their size by one step. AP 6 Head, 10 for the Arms/Legs, and 14 for the Body. I guess we can basically infer that you need a Multi-Melta to kill a Nob in Mega Armour.
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# ? Sep 10, 2013 20:34 |
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Jack B Nimble posted:Yeah I mean you can home rule it lots of ways because it gets kind of silly (though silly is often desired with orks) but if someone is on fire and they fail a willpower test they do nothing useful until they pass an agility test. My ork team mate made both willpower and agility his dump stats so even though the fire literally couldn't hurt him he would run around and around. As the GM in Only War, you are totally free to destroy, steal, or simply confiscate any items the PCs have that isn't part of their Standard Kit. I don't know what I'd do if I hadn't been doing that all game though.
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# ? Sep 10, 2013 21:35 |
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Yoshimo posted:Mega Armour adds +30 to the wearer's Strength and increases their size by one step. AP 6 Head, 10 for the Arms/Legs, and 14 for the Body. At this point it is the Ork player's job to start wondering why he isn't in charge of the ship.
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# ? Sep 10, 2013 21:35 |
Yoshimo posted:Mega Armour adds +30 to the wearer's Strength and increases their size by one step. AP 6 Head, 10 for the Arms/Legs, and 14 for the Body. Our Missionary in RT is going to be fighting a duel with an Ork Warboss in Mega Armour. Yeeaaah, that's gonna be hard. IC he's fully commited to it (he beat the Warboss in two hits last time they fought, though no Mega-Armour that time - still, it's an honour thing) but OOC he knows it's going to be horrible. At least he has a Thunder Hammer and Power Armour so he isn't completely helpless against the Ork (as well as being the reasons he won last time!). At least we have the ridiculous Lascannon-Servoskull-thingy if the Warboss decides to try his luck against the rest of us as well. Plus he should be on his last Villain Fate after having to burn two, maybe even without Fates already.
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# ? Sep 10, 2013 22:00 |
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# ? Jun 4, 2024 04:58 |
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SpiritOfLenin posted:Our Missionary in RT is going to be fighting a duel with an Ork Warboss in Mega Armour. Yeeaaah, that's gonna be hard. Uhhh yeah, I dueled a warboss with my melee focused RT captain and barely survived it, I can't imagine what a shitshow this is going to be with that armor. PowerKlaws are nightmarish enough by themselves.
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# ? Sep 10, 2013 22:32 |