Tag Info

Hot answers tagged

18

Time waits for no Bob. While he's agonizing over the decision, the world goes on. If the authorities are looking for the body, they continue to get closer to their goal. If the ship is headed somewhere, it continues to get closer to its goal. Bob can only wait until matters come to a head. Once the authorities get there / another trader finds them / ...


13

Rogue Trader rulebook would like to have a word with you (page 375): Servo-skulls are human skulls (often that of a favoured servant or low ranking tech-priest) that have been fitted with rudimentary artificial intelligence, support systems, and an anti-grav motor to provide mobility. For carrying capacity use the standard rules from page 267 with the ...


11

Space marines carry out constant trials to find the best of the best on dozens of worlds, those that pass the first test are taken to the home worlds and further tested to make sure no one got through with just a passing grade. Form there it takes one year to produce a space marine using lost technology, all of which the candidate spends unconscious as ...


10

I would say : NO. The Servo Skull is a hollowed out skull, brain is only held "working" by a cognitator, and the AI is the one that is controlling the skull. It might have some resemblance to it's previous owner, it might even feel "haunted" by his spirit, but the object itself is just a robotic utility. You will have as much result with as putting Vox on ...


9

Traditionally Servo skulls are made from those who are very loyal or very pious, and it is considered a great honour to serve the Emperor in death. http://wh40k.lexicanum.com/wiki/Servo-skull I expect your average tech priest would consider using a Xenos to be blasphemy and tech-heresy. If you are a rogue techpriest or a member of the Dark Mechanicus, ...


8

DIY Astartes, or So You Want To Play Emperor First off, I need to stress that this is a VERY BAD IDEA. The Space Marines were made by the Emperor Himself, and making your own would be akin to playing Emperor, which is so much heresy the Inquision would leap onto your ass until your butt resembled an auto-da-fé. Plus, the existing Chapters will NOT like you ...


7

Page 35 of the Battlefleet Koronus book has your answer. Table 1-9: starship weapons on page 35 is a table of different starship weapons, including landing bays. It includes the strength value of every weapon, as well as other relevant stats. Specifically for landing bays, all landing bays have a strength of 2, except for the Jovian-pattern Escort Bay that ...


6

This is a difficulty that comes up in a lot of RPGs actually, including way back in the early editions of D&D (from which Rogue Trader gets its Disengage-to-avoid-bonus-attack rule). Think of the round as being full of position and weapon maneuvers and potential attacks, but the roll is only made for the pivotal attack opportunity for which all the the ...


6

Because of what happened to all the cool computers (read Dan Abnett's Dark Mechanicum for the 30K version of this tale) 40K can't suffer even a Commodore 64 to live. Bottom line, all the parts of the brain that were the person are dead. Some things remain: pattern recognition, short-term memory capacity, but only the barest rudiments, to make it an ...


5

I brought this question to Fantasy Flight Games themselves. Their official reply to me is as follows: "Hi David, Good question! He can take training in any one Skill except Psyniscience, which requires one to be a Psyker. No other Skill has a Prerequisite, so all other Skills are eligible choices. I hope that this helps! Max Brooke, ...


4

They are the same. I've never played (or heard of) Rogue Trader before. But I found a copy of the manual and there are two things to consider. First, it's a 0-100 percentile-based game, so +10 is +10% of the max by definition. Second, look at chapter 3 (Skills), Training and Skill Mastery (page 74 on the version I'm using). The first time an Explorer ...


4

I don't think there is a RAW without a bit of interpretation here. My interpretation of the RAW (which makes it RAI) would be that "All languages" means all skills that have language in their name, for example Speak Language (Eldar) If Rogue Trader is having an extra skill for things that are not "Speak Language", then it is not supposed to be a ...


4

The key line is "Spending one Fate Point allows for one of the following:... Re-roll a failed test once. The results of the re-roll are final." This means he cannot spend the fate point to re-roll on the Psychic Phenomena or Perils of the Warp tables. Those are not tests but effects rolls. He can however re-roll doubles on a Focus Power Test to avoid having ...


4

It depends on the character's personality. Explorators are sent to explore, recover extremely valuable archeotech and report new forms of life. They're basically that, intrepid explorers, all while being tech-priests. If your friend has an obsession with the machines it's not bad, as tech-priests are, but if he doesn't focus on the expedition you could say ...


4

Treat your Skull with Respect or: the Narrative Answer So you have an adorable flying robot skull that does whatever you tell it to do, no matter how unpleasant or dangerous, with no complaints or questions. And now it seems to be thinking for itself... All of this ties closely into a lot of fairly common themes in science fiction - particularly the pulp ...


4

I think there's no mechanics on that, but it's a matter of personal roleplaying. Surely corruption must affect the character, the question is how it should affect. Some characters would be becoming more and more evil, maybe without noticing it. Others would be somewhat conscious of their corruption, and will try to fight it or at least hide it. The ...


4

It seems unlikely. The Dark Eldar seek out ever more extreme stimuli to subject themselves and others to. Any substance that can knock a Dark Eldar unconcious is either incredibly rare, impossible to develop a tolerance against (presumable even with biological augmentation, which the Dark Eldar seem to be into), or so potent a single drop would kill ten ...


3

This is a ongoing debate, and one that each GM must decide. According to rules as written yes, they stack. According to rules as intended they do not...


3

Just how SevenSidedDie pointed, it takes more than just a gene-seed to create a Space Marine. You need a wide array of organs and implants, and a team of experienced apothecaries, and the process can last for years. Not only that, the reciever of the organs and the gene-seed must be 18 years old at most, and has to be strong enough to survive the drastic ...


2

Space Combat is still a combat encounter using Characteristic and Skill Tests -- just on a different playing field. The initiative is different and the question "what action do I take?" is brought to the foreground, but the core rules of how they are performed remains the same. During this combat, the character's personal characteristics are still being ...


2

Disinformation is listed as one of the extended actions as part of Ship Combat. The rule book explicitly states that the modifiers for extended actions may be modified at the GM's discretion. (pg 215 Core Rulebook) The Disinformation action can be taken once per strategic round by a character that has not participated in any other action that round(which is ...


2

I've played a little Rogue Trader, but am familiar with these ideas, and role playing in a hierarchy. Which is why I would honestly advise solution one, for a few reasons. Firstly, there may be some 'geographic' challenge to having your Arch-militant fill both the roles of Master-at-Arms and Master of Ordinance. The barracks might not be located near the ...


2

It's actually quite easy. Try to see the whole round AFTER it has happened. "The elven warrior approaches the chief orc and hits him with his sword. The chief orc sees he is no match for the elf and tries to go away, giving the elf the chance he needed to strike again. Meanwhile, a berserker orc charges the wizard, but the dwarven paladin was only waiting ...


2

Typically, you cannot take the Shooting Action before the Manoeuvre Action. You need a Ship or Ship Component special ability, Psyker or Navigator Power, Talent or Role benefit, or Extended Action that allows you to shoot first and move second in order to do so. As far as I am aware, no published material allows it currently, although I haven't played in a ...


2

The Default Assumption In Rogue Trader, it is assumed by default that the characters are high-ranking individuals aboard their own voidship; that is operated by a crew numbering in the thousands. Now while that scenario is completely up to the GM's discretion and their campaign story, it does promote that the players' characters have at least a basic ...


2

Taking a quick glance at the RT Core Rulebook, I believe I have an answer for you for both uses of that spell. The first use of that spell, if successful, cuts a single target off from most of their senses. They can no longer see, hear, smell, or taste (it is up to the GM whether that also takes away 'feel'). As the living creatures we are, we rely on our ...


2

Accoring to the rulebook, armor on same location does not stack. No exceptions can be seen on the shields. But maybe your GM can be persuaded to go around this with a house rule, knowing that if you carry a shield and armor you suddently become really hard to kill (which i could imagine being your plan.)


1

A player who wants to role-play his/her character appropriately must take all things into account, including Corruption or Insanity points. There is no obligation on how you play your character, but by the same token your character's Demeanor also doesn't mandate how you must play your character. One thing the GM can do is award or penalize players with ...


1

While every player, especially the Rogue Trader, should have a say; and no one wants hurt feelings it is important that a decision come to a head. Perhaps roll a die, or have a duel to decide who makes the decision. There are plenty of narrative options that the GM can choose to push him in the right direction. If he absolutely refuses to cooperate then ...


1

What I would say from my experience of GM-ing and playing Deathwatch over 5 sessions is that you are / should be rarely in a combat facing one enemy. The best way to avoid this from a GMs perspective is not to allow 1:1 combat to last more than one round. The reason for this is that you can only perform a Dodge once per combat round, so if you are fighting ...



Only top voted, non community-wiki answers of a minimum length are eligible