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Nuggan
Jul 17, 2006

Always rolling skulls.
Well, during long hours waiting for code to compile and for stress tests to run I've been convinced to run a game of Rogue Trader for a few friends at work. Things have been a bit hectic for them so far. Only one of them has ever played before, for the others it is their first time. The one who knows the game is playing a Navigator, the others are a Rogue Trader and Explorator. We've played 3 sessions so far.

They started out in Port Wander, their ship based on one of the transport hulls. A rival Rogue Trader approached them with a bet while they were making preparations to set out. On a recently and incredibly lightly colonized planet in the Koronus Expanse the citizens have reported sightings of what they're calling a Mega-Grox grazing in the grassy flats between the jungles. One of these animals is at least 5 times the size of a regular Grox. If someone were to head out there and prove that these creatures exist they could make a killing in the beast trade market. The bet the other Rogue Trader made was that he would find one way before they could. Its a fairly decent bet, to be paid in trade contracts worth 5% of their profit factor.

Before they leave port, they pay off a mercenary to sneak aboard their rival's ship and lay low until they contact him via a long range vox, at which point he'll sabotage the engines. Finally, they head off into the Maw, which is particularly active today. Following some terrible navigation checks, they just barely make it to the first station of passage. Their trip to the second is no better, and they come out of the warp dangerously close to a wandering asteroid. One failed pilot check later, and their ship is fairly damaged, and they've suffered large crew and morale losses as well. Doing what they can to repair while in the void, they decide to press onward, and suffer six hellish months lost in the warp when they lose sight of the astronomicon and nothing they do seems to give any indication on where they are. As they come out of the warp, and find only empty void to greet them, the crew mutinies. Their first officers turn completely against them, and in yet another spectacular failure while trying to talk them down, the mutineers gain complete control of the bridge. Our "heroes" manage to at least save themselves from being immediately shot, pointing out that if they die the warrant of trade goes with them, and their dynasty would pay massively to have them returned safely, so they're taken to the brig.

The navigator manages to convince the few guards that if they don't let him out he could melt their faces off. He is let out and immediately releases the other two. After a few failed attempts at rallying other crew members to take the bridge back, a failed attempt to hack the central cogitators to turn life support on the bridge off, and a 3 vs 10 fight against some of the mutineers to retake the armory they decide that they've almost completely run out of options. They journey to the depths of the ship and after murdering some tech priests trying to guard the room, they unthaw two of the murder-servitors. They shove them in one of the turbo-lifts, send it to the bridge, and jam the controls so that it can't be sent to any other floor.

After waiting a few minutes they unjam the lift and take it up themselves. As far as they can see all the mutineers, and everyone else, have been slaughtered by the servitors. They find one laying dead, but the other is standing amidst a pile of corpses. Realizing they had to turn off all the safeties to get it to shoot its own crew on its own ship, they begin shooting at it, but it's twin-linked arm-gatling guns quickly drop the Rogue Trader and the Navigator. The Explorator manages to escape around the corner where he sets up a melta-bomb on a short timer, perfectly detonating it on the murdertor as it chases him.

The ship retaken, they patch themselves up and finally make it to Footfall, where they find out they've only truly lost about a week of realtime. They restock on supplies, get their ship repaired the best the can, replace most of their crew, and then head out once again.

On their way to the mega-grox planet, while in the warp they find the bridge suddenly filled with translucent shades of their former first officers. The Rogue Trader fires his hellpistol at one, but the shot passes through it, damaging part of the bridge systems, but the Explorator is able to get it fixed before any serious problems arise. They arrive at the correct star system, and a few system scans show them that their rival is nearby. They take a few crew members and head down to the planet surface in their Gun-Cutter. They land at the starport, and go around the settlement looking for someone to guide them into the jungle. A naturalist who has been studying the local wildlife offers to help them, and they take 5 crew members and leave civilization.

After a few hours of walking, the naturalist tells them that the sounds they're hearing up ahead beyond the brush are most likely one of the mega-grox. They weren't. Instead, a 30 foot tall carnosaur emerges from the jungle. Their crew members laser pistols seem wholly ineffective against it, and the Explorator nearly is bit in half while meleeing it with his power axe. Eventually they bring the creature down. The wounded are helped as best as they can be, and they press onward. Further into jungle they come to an open grassy area and there they find a massive mega-grox waiting for them. Shots fly from everyone present, and the killing blow is dealt by the Explorator with a full auto shot from his bolter. Critical hit to the body, the entire beast explodes. There is next to nothing left. Not helpful to their proving that these exist. They continue their search until they finally find another mega-grox. They bring this one down mostly safely, though the final critical against it melts its head and it goes charging off on fire, but not burnt up enough for it to not be useful. They call their other crew members to bring the Gun-Cutter and shuttles, and begin to wonder why they didn't do the whole trip through the jungle as just a sweep over with the Gun-Cutter.

Back on the ship, their prize in tow, they use a long-range voxcaster to talk to their hired mercenary on the rival's ship, which is also in close orbit around the planet. They learn that he too has just captured a mega-grox. Determined to beat him back, they tell the mercenary that now is the time, and he sabotages the ship's engines. They begin preparing for the trip back, and right before they enter the warp one of their enginseers issues an emergency all stop. They've experienced a full gellar-field startup failure. It seems that they're not going anywhere any time soon either.

All in all, I think they're finally starting to get the hang of the game.

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Nuggan
Jul 17, 2006

Always rolling skulls.

EthanSteele posted:

We're also a bunch of clowns and I wouldn't be surprised if the raid on the pyramid is going to be Temple of Doom style with a giant necron technoboulder.

Correct, except instead of a boulder, its necron versions of this dude: https://www.youtube.com/watch?v=vs4s6v1hWAw

Nuggan
Jul 17, 2006

Always rolling skulls.

Ronwayne posted:

This is an especially weird remake of pac-man.

This is the best description of the session.

Nuggan
Jul 17, 2006

Always rolling skulls.

EthanSteele posted:

I think I'm just repeating the thing Mechafunkzilla said though, "feel free to ignore the rules and do whatever you want" seems to be the best advice for the 40k RPGs.

Go to space and have a good time. That's the best advice for the 40k rpgs. The rules are just there as guides. In our recent space battle of like 60ish ships it would have been ridiculous if I had tried to roll for all of them every round. "This is probably what would happen and keeps the game moving" is how to play these.

Nuggan
Jul 17, 2006

Always rolling skulls.
The rules work where they work. Regular gun/melee combat works just fine. Skill checks work fine. Plenty of it works well. I'm just saying don't worry about the parts where it doesn't and keep having a fun game.

Nuggan
Jul 17, 2006

Always rolling skulls.

hard counter posted:

Yeah it's in BK and the ability is called Massed Fire and can only be performed by ships operating together as a squadron. It's a bit more complicated than two separate attacks against one set of shields but ultimately serves a similar purpose.

We just used the Massed Fire rules 2 sessions ago. I think they worked rather well without making anything particularly complex.

Nuggan
Jul 17, 2006

Always rolling skulls.

EthanSteele posted:

I'm mostly inclined to go with just stack it as much as you want and if it gets too out of control put a hard cap on it or make the choir start burning out at a higher rate rather than try to keep track of what gives best number past 10.

Just wait until next game when you guys find my ship full of psykers. And suddenly both of your ships are on fire.

Nuggan
Jul 17, 2006

Always rolling skulls.

EthanSteele posted:

NoooooooOOOOOOO! So what you're saying is we need a ship with a Machine Spirit that is also an Untouchable? That's a thing that is possible, right?

Well yours is currently part Electro-priest, and you have an Explorator who is also a psyker, so I guess if you find one that is Untouchable and transfer him into the machine spirit you could have a ship immune to psykers....

And then your Astropath is useless and so is his choir, and you can't talk to anyone...

Nuggan
Jul 17, 2006

Always rolling skulls.

hard counter posted:

truly, you either run out of fate at level 2 or you live long enough to see yourself playing black crusade

Well, we've got a dark eldar crew member, a number of planets orbitally bombarded, waking up necrons, defying the inquisition, selling people into xenos slavery, blasphemy, xenotech trade, and space whales hidden in the ship...

Nuggan
Jul 17, 2006

Always rolling skulls.

FireSight posted:

I now want to build a giant RT ship that is hollow, with the front end open. Why? So you can capture a void kraken inside and turn it into a living weapon.

Please do not give my players ideas. The space-whale/anti-space-whale debate is already tearing us apart.

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Nuggan
Jul 17, 2006

Always rolling skulls.

GruntyThrst posted:

Our Rogue Trader group has a sort of mercantile theme when it comes to our assets (EG the flagship Silkworm, other ships The Unappreciated Deal and The Golden Egg) so what did we decide to call our first personal IG batallion?

Why, the Spice Marines of course :haw:

The all-girl batallion from an agricultural hive world who beat their plowshares into chainswords and are so fanatical they fight to the death every time.

Led by Cinnamon Spice.

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