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53

A candy filled doom pool with players taking variable amounts of candy every action. In our 4e game, we faced a countdown timed by a bowl filled with candy. Since you've obviously ruled out mapping out the entire ship and having them move through it, instead, start the timer by pouring candy into the bowl. For every action each player takes, have them take ...


31

You can have several tricks to get around this, I've used similar methods with fantasy and cyberpunk games. Security Weapons are keycoded, or Palmprinting - this stops anyone but a certain person using it. Yes you can bypass it, but it's either difficult or very pricey. Limited uses Yes, you've got a melta gun - but getting ammo/powerpacks for it is ...


17

First off, since the question is tagged rogue-trader, I'll reiterate that the PCs are already able to get their hands on the best gear out there anyhow. "You're the owners and command staff of a 5km warpship with access to resources in excess of some worlds' annual gross planetary production" will get you pretty far. As in, if you want to buy a melta gun, ...


14

Differences in the way they play Dark Heresy is probably the most similar to a traditional game in this regard. Because there is no default status quo, you can pretty much go in any direction imaginable without significant hand waving. Rogue Trader does tend to lend itself to games that have some space combat/travel/exploration component in order to allow ...


10

Add decisions. Sure, they can easily escape right away. But when they do, what happens to that one crucial piece of gear/data/McGuffin they have on their ship? Create dilemmas, where no decision is the right one, and they have to decide for themselves which one is worth more to them. The friendly NPC who took sleeping pills just an hour ago to get over ...


9

I've actually done the opposite of this, in that I play a Space Marine in my groups Rogue Trader game. While regular humans are more squishy than your standard Space Marine, the difference isn't all that great. The only bonus the Marine gets is his power armor and Unnatural Toughness. What does help is adjusting the weapons stats around (a bolter is a bolter ...


7

Firstly, somewhat of a fluff explanation; I'll try and answer in two areas - the implants and the mechadendrites (which are technically also implants, but they're the stick-out kind): Mechanicus implants, bar very bizarre exceptions/chaos-tainted bionics, tend to follow the human form; bionic arms/legs/eyes are typically of human size and dimensions etc. In ...


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


7

From Ranks (Rogue Trader Core Rulebook, p38): Your Rank is a general measure of your experience and capabilities. It represents the progression of your character’s abilities as he grows in wealth, power, and status. Your Rank is determined by the total amount of Experience Points your character has spent. From this, your PCs need to spend the XP ...


6

The Dark Heresy line has some material; it tends to focus more on the powerful - nobles, etc, but there are a few bits of the seedier side. The Rogue Trader corebook and it's player's guide have pretty good descriptions of the lifestyles of normal ship crew, but I suspect that's still unusual enough to be out of scope. The real images of the lower class ...


6

Rogue Trader is one of those settings where this kind of question is quite fundamental to how you run your campaign. I am actually GMing a long-term Rogue Trader campaign myself and although I have 7 regular players, I still have several key roles that remain unfilled by players (Void Master being the notable one). In my case, I decided to quite extensively ...


6

I don't think there are any specific rules for pistol-whipping people, but pistols can be used normally in melee. (Rogue Trader 114: "Pistol weapons are fired one-handed and can be used in close combat. However, when a pistol is used in close combat, the firer gains no bonuses or penalties to hit for range or targeting equipment.") If a player specifically ...


6

Ranks on Warhammer 40k series of RPG are earned by spending experience. The character progression is molded on top of acquiring a few things of a lower rank (showing training, study, or time spent amongst your peers) to unlock things from a newer rank. When you go up a rank you start to have access to the new skills of the rank and the skills from the ...


6

No tool like this exists for Rogue Trader... I spent about half an hour searching around on google, forums, and the official Rogue Trader site to see if there was anything approaching what you described and there is not. In fact the only tool of any kind I could find was for star system generation (and everything within) However, you shouldn't be the one ...


5

Short Answer: Dark Heresy (DH) uses a money system, but it might not scale to Rogue Trader's (RT) level well. Long Answer: The other FFG 40k books don't really have a focus on profit and the kind of scale in RT, so while DH certainly has money-based economy in terms of using "Thrones", it won't stretch to the kind of money being thrown around in RT's PV ...


5

In Release Order Dark Heresy Mission Focused, Low-Power, and a mix of dungeon-ish and social interrogation. Players being, by default, acolytes of some inquisitor. Which means investigations of Chaos infestations. This is, in all actuality, the most flexible of the games, having the widest variety of character types. It can be used for a wide variety of ...


5

This is going in the same direction as Brian Ballsun-Stanton’s answer. Knowing my players, they would actively try to fail and make a competition out of it to get the most candy. I preferably use the following variations of the same idea: Pouring deco-sand from a bottle (I like my broken hour-glass for this) onto a plate (when tabletop elements are used ...


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, ...


5

Advice from an old role playing book: "The police forces are capable of keeping the peace." Longer explanation: You have a universe. The universe has rules. It has means to enforce those rules (otherwise, other rules would be in effect). But (for practical reasons) the setting has to be somewhat "stable". Stable always means rules and rules always means ...


4

Aside from purely combat-related problems that aardvark outlined (well, I personally would not place a certain bet on a space marine against an ascended character, and survivability whilst refraining from combat is not an issue) you will have a purely roleplaying one, namely - social interaction. While the rest of the party are god-like warriors to be ...


4

You've made two key changes: Allowing multiple combat half-actions per round allowing movement to be replaced by a non-movement half-action The primary factors I see are: increase in Psyker offensive capability (Most of their offense is more powerful than their allowed weapons; it gets worse under RT or DW, due to a different psychic system) decreased ...


4

This looks like a pretty major rules change as house rules go. I'm surprised that you didn't turn up more problems than you did. I think other areas of concern might include whether you allow psykers to activate multiple powers in a turn, how dodges are handled and the effect on equipment bonuses. Psykers can be pretty brutal even at relatively low power ...


4

Oddly enough, the game Space Marine is a fairly good source for this in the audiologs. You find journal entries by various people including a number of random citizens, which I find really drive home what an ork invasion means, and give you glimpses into what they live through. I bet you could find them on youtube. Also, you walk through a number of ...


4

Rules-wise: Firstly, the PCs - Are they aiming as an action (+10% to hit)? Are they using weapons with decent ranges? Are they not wanting to get into close combat (if they're better at close combat)? Secondly, the enemies/NPCs - have you considered moving them in closer? Tried to make flanking manoeuvres that expose them? Typical tactics for most fighting ...


4

Based on the wording of that ability and the wording of Telekinetic Weapon, I would say both the armour and TB do come in to effect. The wording of Telekinetic weapon (Core Rules, pg 171-172) explicity states that the weapon has a Penetration value equal to the psykers Psy rating, so by extension, it would mean that the armour value does come in to play ...


4

I would go for the skill option from what you described. As it seems, it is one of the core skills in RT and there's no reason why it shouldn't be so in your Fate Core game. Only that you have to clarify the four actions for the new skill Overcome: Used mostly for removing negative aspects on crewmembers, also for accomplishing big things with the help of ...


4

In Deathwatch rpg you measure how well you do things against others by comparing degrees of success in what the rules calls an opposed test. For every 10% you roll below or above your percentage you gain one degree of success or failure. So if your character with WS 70 roll 47, he has 2 degrees of success (70-47=23, use only the tens). If your opponent ...


4

Rogue Trader's existing solution to the problem of not having a player playing each of the available classes is to assume that the "missing party roles" are made up by nameless, faceless NPCs. After all, the player characters in Rogue Trader are effectively the privy council of a ship with a population of thousands. These multitudes include multiple ...


4

The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...


4

House rule (although more of a GM circumstantial on-the-spot call, really): When in control of a grapple, you can use your opponent as a human shield, providing AP 4 (or their armor's AP rating, if higher) cover to the body. This feels like it dovetails with the existing rules, using the existing grapple and cover mechanics. The human (or whatever race ...



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