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5

There's nothing intrinsically wrong with having a servitor army. It's just not very Rogue Trader. Rogue Trader is a game of swashbuckling adventure, of dashing combat and derring-do. Hiding behind your servitor army isn't quite the same. For a start, I'd recommend speaking to the player, and asking them not to take the piss (Rule 7). For a second, ...


4

This doesn't appear to be a general rule. Between the Player's Handbook, the Rules Compendium and the Dungeon Master's Guide, there's only three sections which would lay down ground rules about this: The explanation of triggers under the sections that describe how to read Power blocks. The triggered actions section. The rules for minions. None of these ...


3

In essence this is how the skill is designed to work. Yoda's answer has some great framework for how to simplify things, and my answer below is simply an alternate. Having experience with the game Scion, where if you are really dedicated to having the Followers birthright and spend all of your build points on it, you could in theory have 40 (fairly weak) ...


2

I would suggest a reasonable amount of Medicae/Tech-Use to convert someone into a servitor. A servitor reclamation facility would also be useful. The process is along the lines of performing a lobotomy (Medicae), installing new bionic hardware (Medicae/Tech Use), and programming (Tech Use). Servitor reclamation facilities will have equipment designed to ...


2

They act on their own initiative to commands you give them (Command/Tech-use as per rules/the GM). If the GM prefers to simplify, they can act either at the end of your action, or the end of the round. As long as the requisite commands are given, I see no reason why you couldn't use both at the same time. Giving differing actions will take additional effort ...



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