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Warhammer 40k Rogue Trader PbP: Of Bolters and Battleships - IC/OOC

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Posts

  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    Unless I've got the rules wrong, the bridge can only be damaged on a Roll 7-8 on the critical chart (All other numbers specify the bridge cannot be damaged). And I think those numbers can only be reached if your ship is in negative structure points. IE the only downside is that if you are 1-3 hp away from dieing, you could be slightly more fucked.

    I like the +5 to BS, that's a pretty big bonus, and you can combine the sunsear with the sunhammer for long range (also, better rolls at short range) fighting.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    We would need maneuverability and speed if we want to play range games -- i.e. keep them at the edge of our range while staying outside of theirs, which was the philosophy behind the Cobra design. The advantage of that design is that, while its a little softer than the Tempest, unless we face an identical enemy, we're in decent shape -- we can likely out-fly and out-range an enemy -- laser knocks down the void shield at range, while the lance is our heavy hitter. With the plasma, we sacrifice that advantage.

    Dread__Cthulhu on
  • RabidredneckRabidredneck Registered User regular
    edited September 2010
    At the very least I can recommend extended supply vaults, mucho useful.

    Rabidredneck on
    Meanwhile, on the other side of town, our hero; cleverly disguised as a hard-boiled egg...
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    I guess the first question we have to ask is how we plan to operate...

    Dread__Cthulhu on
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    Personally I'm a fan of a Sword fitted with Sunsear batteries, long-range firepower. Also, a decent PF is always useful, especially for The Hunter, as I can opt to use the group's PF instead of Willpower for tests. Think of the money they're paying you! However I'm not too worried about whatever we end up with, ships are not The Hunter's field.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • iceberg497iceberg497 Registered User new member
    edited September 2010
    I am INNNNNN!!!!!

    iceberg497 on
  • susansusan Registered User regular
    edited September 2010
    Interest Applications Closed!

    Submitted Characters:
    Autumn Victrix Anastasia Redbrook: Rogue Trader (Payot)
    Gregory Keldak: Astropath Transcendant (Void Slayer)
    Saul Del'Cruz: Arch-Militant (Rabid Redneck)
    Dalaan Merzhwacher: Explorator (SanderJK)
    Jaakko Saari: Void-Master (Fonder_Yards)
    'The Hunter': Kroot (GalagaGalaxian)
    Vasily Xanatov: Navigator (Moridin889)
    Gant: Arch-Millitant (Witch_Hunter_84)
    Alstair Victris: Navigator (Snowdown)
    Rannal “Ran” Vindercorn: Seneschal (Dread__Cthulhu)

    Additional Interested Players:
    Xagarath (Rogue Trader/Social Character, books underway)
    iceberg497 (not stated yet)

    Alright, these are the submitted players, welcome to the game :) !

    My thoughts on which players get in is that, well, Hell, let's take everyone. Yes, this is a crazy thought. Yes, this may go badly. But at the same time, player attrition will naturally mean some of y'all will probably leave (no worries, it happens), and some of you are going to be less active than others (again, no worries), so it should even out a bit. Also, Rogue Trader games naturally lead Players to split up to tackle more specific tasks and form sub-groups, which will further stabilize things.

    This is an experiment on my part; I hope it goes well, and admit that it might not. I do very much believe it's worth trying.

    We'll start the game proper soon; characters don't need to be finalized for a while yet, and people can continue to flesh things out and ask questions. I imagine things will be going in full force by sometime next weekend, with y'all leaving Port Wander in the next few days.

    On Shipbuilding:
    -Void, yep, you'll have a free Astropathic Relay and some assistants.
    -Group consensus seems to be heading towards long range shooting with a Lance and Battery, while being quick and maneuverable enough to stay out of harms way, correct?

    - - - - - ROLEPLAYING - - - - -


    At this point, characters can roll social checks to try and hobnob some Captains who have been beyond the Expanse and may have some information, or Lore checks to research in the libraries, etc. Creativity is encouraged.


    Rannal takes a long hard look at the Plasma pistol, but can't determine anything more than the fact that it is an item of exceptional craftsmanship.

    The Seneschal turns to Gregory now, "It seems to have been fairly sudden of an event, but we can't be sure of that, and there were not any recorded celestial events to help explain things. Bretalia, in the old days, was set to deliver a flotilla of transports to Port Wander, their holds full of everything the Imperium needs. The vessels themselves would then return loaded with some medicine, some Ecclesiarchy supplies and personnel, but mostly food proteins and fast-grow supplements. This would take place every 5 years, like clockwork, with an annual update from their local Astropath choirs to ensure that all was well. Then, one year, the fleets didn't come, and the messages didn't come, and nothing we have attempted since has seemed to get through. The system has minerals and resources more than it could ever use, but to feed its people it relied on those shipments of foodstuffs; if they still operate, as they would seem to, these shipments must have been replaced by another party."

    The old man seems to grow a bit more uncomfortable on the subject of Psykers, "You are completely correct about the Black Ships and the planets populace. I have been told that a patrol of their vessels will be sent to the system as soon as communications are reestablished. Their Ambassadors have been... encouraging me to send more Rogue Traders towards that goal, but I will not send a captain on a task I think is beyond their capabilities." His mechanical eyes settle on the various Navigators and Astropaths in the room, "Use caution on planetside; Emperor only knows what you'll find waiting for you."

    - - - - - ROLEPLAYING - - - - -

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    With so many players (though I guess some will be more active then others), perhaps it's fun to assign ship roles? ItS gives an overview of assignable rolls, this would speed up ship combat and give each player a place to act accordingly. I'm not so sure about the bonuses assigned to them by ItS though, for now just listing the positions:
    Rank 1:
    Lord Captain


    Rank 2
    First Officer
    Enginseer Prime
    High Factotum (Trade specialist)

    Rank 3
    Master at Arms (Ship security and boarding actions)
    Master Helmsman
    Master of Ordnance (Ship Weaponry)
    Master of Etherics (Auspex & Scanning)
    Chief Chirurgeon
    Master of Whispers
    Choir Master Telepathica
    Warp Guide

    Rank 4
    Ship's Confessor
    Drivesmaster
    Omnissianic Congregator (Blesser of the Machine Spirit)
    Chief Bosun (Ship Drill Instructor)
    Infernus Master (Chief Firefighter)
    Twistcatcher (Hunter of Mutants and unwanted stowaways)
    Master of the Vox
    Purser
    Carto-Artifex (Cartographer)
    Ship's Steward (Master of Supplies)

    As an Explorator, I'd aim for the Master Enginseer position of course ;)

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    RP Section

    As the meeting breaks up, Rannal takes the opportunity to mingle among the assembled Rogue Traders and crews, posing as an interested buyer of quality forge goods, looking for items of Bretalian good (not single items, but a good sized lot). He will also do the same among the criminal fraternity, looking for a smuggler dealing in such goods -- since his own knowledge isn't up to the task, it is time to ask questions.) Additionally, he will search his memory regarding anything else he might personally know about the three suggested Endeavors.
    First and foremost, a belated scrutiny test on our friend, the Seneschal... it dawns on me that "face value" may not be a good idea...

    1d100 → [48] = (48)

    http://invisiblecastle.com/roller/view/2702419/


    *sigh*

    Two Inquiry rolls, the first among the Rogue Traders (Fel = 50), the second among the sleazier population, (Fel =50, +10 for Peer (Underworld), looking for someone handling Bretalian items, pref. in bulk -- will not *specify* Bretalian, but will look to refer to the mark, commenting on an appreciation for the high quality of the item.

    http://invisiblecastle.com/roller/view/2702377/

    Among Rogue Traders = 49 - A bare success
    Among the Underworld = 63 - a near miss

    *mutters about the disdain of certain machine spirits*

    He will then apply himself to considering the three potential Endeavors, using his Common Lore (Koronus Expanse) regarding "known warp passages, regions and legends of what may be found there"

    (Three rolls, all at 50. I am thinking, in order, Bretalia, Marigold and CW-119)

    http://invisiblecastle.com/roller/view/2702384/

    1d100 → [8] = (8) Bretalia (4 degrees of success)
    1d100 → [58] = (58) (Fails)
    1d100 → [35] = (35) (1 degree of success)
    With that, I think I have shot my bolt, unless someone can think of another angle.
    For my acquisition (and I may be going to heck for this), I'd like a holographic suit (ItS, p140)
    If I follow the calculation, I think I can reach Extremely Rare, although, given its Xeno nature, I can understand a veto from the GM. Let me know.

    I think this would, by default, perhaps make me the "High Factotum," although I do have some other useful skills, including "Scrutiny" for working the Auspex.

    Dread__Cthulhu on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    I've actually made a post on the FFG rules forum about the holo-suit (yet unanswered), because it's so very good, but the fluff text mentions "Little to no armour".

    I would also like to point out that chances are, it looks really ridicilous (we're talking a fullblown clownsuit here).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    That is has no armor value is not a flaw -- it is more a "the best block is not to get hit" device.

    As for what it looks like, the fluff text also says "relies upon a variety of devices," so there is some room to squish on this...

    Likewise, if the GM or the group decides its wholly unsuitable, I have other options.

    Dread__Cthulhu on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    My question was mostly if you are allowed to wear an armour underneath it.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    SanderJK wrote: »
    My question was mostly if you are allowed to wear an armour underneath it.

    I would think, by the black letter of the rules, the answer would *TECHNICALLY* be "Yes," since you're not stacking armor -- the holo-suit does not provide armor, but is an illusion field.

    Now, personally, given the build of the Eldar, I was personally assuming "No" -- the skinny little fellers make their clown suits to fit themselves, not big clunky humans.

    Now, depending upon the armor, I would think you might be able to wear the suit underneath certain sorts of armor, like mesh. Now, if that would work is another thing altogether.

    But, like I said, if there is enough of a disagreement, I'll choose something else.

    Dread__Cthulhu on
  • susansusan Registered User regular
    edited September 2010
    SanderJK wrote: »
    With so many players (though I guess some will be more active then others), perhaps it's fun to assign ship roles? ItS gives an overview of assignable rolls, this would speed up ship combat and give each player a place to act accordingly.

    This is definitely an option I'd be happy going with, but I don't want to be strict and force people into a single roll. During combat/when it's important/etc, someone could always say "We need an _____, I'll take care of that this round." Of course there's some of our crew that are better suited to some tasks than others, but in general I like being flexible.

    As for the Holo-Suit: Gonna be at work for another few hours, I'll read the rules when I get home, but if it doesn't say you can't wear armor underneath then I'd be inclined to allow it. There are some other examples of stacking defensive items with armor (some portable shields, stealth systems, etc). *shrug*

    Ranaal's Checks:
    • From what he can tell, the Seneschal's on the up and up, especially considering the cut of profits he'd get if the mission were successful.
    • Some of the Captains are familiar with the mark, but have only seen items like it deep in Koronos territory and never this side of the Expanse. They have no idea where it comes from.
    • From what you know about Bretalia, everything said here today checks out, and the information also fills in some gaps in your knowledge that fit the situation perfectly. You have heard rumors that the old Proctor of Bretalia, Martin von Unretin of the Unretin clan who ruled the system a century and a half ago, was a little too friendly to new people and new ideas, if you catch my meaning...
    • Haven't heard of Marigold before today.
    • You know that there are a lot of very scary things that lurk in the unexplored regions, like CW-119. You believe you've heard a legend about a Daemon-infested Battleship that hunts the space for wayward captains and cruisers, one that hunts down all Imperial vessels and never lets one go alive. This, of course, makes you wonder where such stories would come from if everyone who knows about them would be dead, but such is the nature of rumor.

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    The ship roles are just "official" positions within the ship, granting a bonus (for example, First Officer can use Command as a trained skill when dealing with the ship's crew, even if he doesn't normally have it), the PCs are still free to do whatever during ship actions.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • susansusan Registered User regular
    edited September 2010
    The ship roles are just "official" positions within the ship, granting a bonus (for example, First Officer can use Command as a trained skill when dealing with the ship's crew, even if he doesn't normally have it), the PCs are still free to do whatever during ship actions.

    Oh, cool, go ahead and claim your spots then :) .

    How are we coming along with choosing a ship? Still a few choices out there? It seems most people are wanting a Frigate/close to a Frigate, along with a Long-Range Lance and Macrobattery combo, so the Firestorm and Cobra builds seem to make the most happy.

    Also, state what you want to stock up on supply-wise when heading out to Bretalia. We should be leaving port in the next few days; any other last-minute business to attend to?

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    susan wrote: »
    As for the Holo-Suit: Gonna be at work for another few hours, I'll read the rules when I get home, but if it doesn't say you can't wear armor underneath then I'd be inclined to allow it. There are some other examples of stacking defensive items with armor (some portable shields, stealth systems, etc). *shrug*

    Fair 'nuff -- like I said, I'm not wedded to the notion, but realize that it might just be hinky enough that you might not want it (it is a stealth system when standing still and the moral equivalent of a "Mirror Image" spell when I'm moving, when it is on.) As I said, I have a few other entertaining notions, should it be too much.
    susan wrote: »
    Ranaal's Checks:
    • From what he can tell, the Seneschal's on the up and up, especially considering the cut of profits he'd get if the mission were successful.
    • Some of the Captains are familiar with the mark, but have only seen items like it deep in Koronos territory and never this side of the Expanse. They have no idea where it comes from.
    • From what you know about Bretalia, everything said here today checks out, and the information also fills in some gaps in your knowledge that fit the situation perfectly. You have heard rumors that the old Proctor of Bretalia, Martin von Unretin of the Unretin clan who ruled the system a century and a half ago, was a little too friendly to new people and new ideas, if you catch my meaning...
    • Haven't heard of Marigold before today.
    • You know that there are a lot of very scary things that lurk in the unexplored regions, like CW-119. You believe you've heard a legend about a Daemon-infested Battleship that hunts the space for wayward captains and cruisers, one that hunts down all Imperial vessels and never lets one go alive. This, of course, makes you wonder where such stories would come from if everyone who knows about them would be dead, but such is the nature of rumor.

    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

    Rannal will follow up with additional Inquiries regarding Clan von Unretin in general and Martin von Unretin in specific. Additionally, he will use his Common Lores to see if I can recall any additional details.
    Inquiry - Clan von Unretin (general knowledge, once "normal" and once using "peer - underworld"

    1d100 → [33] = (33) against 50 = 1 degree of success
    1d100 → [84] = (84) against 60 = Fail.

    http://invisiblecastle.com/roller/view/2702703/

    Inquiry - Martin von Unretin - (two rolls, as above)

    1d100 → [62] = (62) = fail
    1d100 → [71] = (71) = fail

    http://invisiblecastle.com/roller/view/2702710/

    Three "Knowledge Rolls" to see if my own knowledge has any connections, three at 38)

    (Koronus Expanse, Underworld and Ecclesiarchy (such a "free thinker" may have come to the Church's "negative attention" at some point before things went dark...)

    1d100 → [30] = (30) = bare success
    1d100 → [80] = (80) = fail
    1d100 → [23] = (23) = 1 degree of succes

    http://invisiblecastle.com/roller/view/2702712/

    Rannal notes all of the above on his dataslate, in preparation to pass it along to the others at the earliest possible opportunity.

    Dread__Cthulhu on
  • susansusan Registered User regular
    edited September 2010
    Ranaal's Checks:
    • Clan von Unretin was a very powerful, very respected House in these parts until they fell off the map along with their system. Theirs was the House that colonized and developed the Bretalia system some centuries ago, originating from a line of an impoverished Rogue Trader who set out into the unknown and discovered an unclaimed gem from which he created an economic empire. Always willing to take risks, always open to a good trade.
    • You don't personally know anything about the von Unretins' operations in the Koronos Expanse, though your contacts with the local Ecclesiarchy can confirm that they spent a lot of time and energy surrounding the Unretins with loyal servants and accolytes to ensure he stayed on the right path. No major incidents are recorded in their histories, though such encounters may only be known by the local operatives on Bretalia Prime.

    These tests are eating up a couple days worth of Game Time, so you won't be able to do that much more research on your end of the galaxy before shipping out. You're also getting the impression that you've collected most of the valuable information on Bretalia that can be had, and digging further might turn up less than reliable information. There's time for a couple more inquires, though, as well as time to stock up on supplies.

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited September 2010
    ********RP SECTION ***********
    Well then, If we are planning on taking back such a planet, it may be wise to acquire a larger military force. Guard or mercenary, they will be better then a bunch of half-witted low deckers who couldn't get out of being pressed. I will check if any of my connections have soldiers available, but I have burned more then a few bridges in my time so others may have better luck.

    Gregory glances at the kroot uneasily, sending a message directly into his mind. You are in great danger here Hunter, stay near the captain, her warrant will protect you. She will need your protection as well.

    Well, if I may take my leave there are many preparations for this journey I must still make.

    ********RP SECTION**************
    fettered thought sending - psy rating 1 - range 1km - just testing it out and such (speak not directly to the alien :mrgreen:)

    Availability roll for a common quality imperial guard Company(50-100 common quality soldiers; guard flak armor + las guns): I am guessing scarce "item" (the armor itself), so routine difficulty commerce test (26/2+20)=33
    not now, not ever (68)

    I am going to head back to the ship then and mediate over how to stop insulting people.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • PayotPayot Registered User regular
    edited September 2010
    *** RP ***

    "Well. Most of my fine officers seem to believe that reclaiming Brettalia is a worthy endeavor for us to undertake. Their arguments are most sound and in line with my own thinking. Thus we shall seek to reclaim this system. Where others have failed, we will not, for we have faith and will and skill. I am assuming, Seneshal, that you can provide me with a warp route to Brettalia, one that, in light of the fate of the other Rogue Traders you sent, may or may not be safe."

    "Officers, make ready for departure within a few days. You know the drill : gather information about our destination, stock up on supplies, make sure the ship is in good shape for a long voyage into the unknown. I'll wrap up things with the Seneshal."

    *** end ***

    Can we make personal purchases in Port Wander ?

    Payot on
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    susan wrote: »
    Ranaal's Checks:
    • Clan von Unretin was a very powerful, very respected House in these parts until they fell off the map along with their system. Theirs was the House that colonized and developed the Bretalia system some centuries ago, originating from a line of an impoverished Rogue Trader who set out into the unknown and discovered an unclaimed gem from which he created an economic empire. Always willing to take risks, always open to a good trade.
    • You don't personally know anything about the von Unretins' operations in the Koronos Expanse, though your contacts with the local Ecclesiarchy can confirm that they spent a lot of time and energy surrounding the Unretins with loyal servants and accolytes to ensure he stayed on the right path. No major incidents are recorded in their histories, though such encounters may only be known by the local operatives on Bretalia Prime.

    These tests are eating up a couple days worth of Game Time, so you won't be able to do that much more research on your end of the galaxy before shipping out. You're also getting the impression that you've collected most of the valuable information on Bretalia that can be had, and digging further might turn up less than reliable information. There's time for a couple more inquires, though, as well as time to stock up on supplies.

    OOC

    A couple of thoughts.

    1) In the even that the holo suit is a little too hinky, I'm torn between a Stryxian Compact (+20 percent to all interactions with the nomadic traders) or a Calculance Array (+10 to all Commerce Tests)

    2) Of the mundane activities not tied to research, I'd look to acquire a Stummer for personal use.

    Stummer (Average)

    3) As for the trade goods for this run, I'd recommend Survival Suits, Gas Masks, Rebreathers, foodstuffs and medical supplies, at least as a cover / goodwill / obvious option, given that we're talking a Forge / Hive.

    Survival Suits (Plentiful)

    Gas Masks/Respirator (average)

    Rebreathers (scarce)

    Medikits (common)

    Advanced Medikits (rare)

    4) I will try to come up with a design that incorporates everyone's preferences, including a barracks...

    Dread__Cthulhu on
  • Moridin889Moridin889 Registered User regular
    edited September 2010
    OOC: I'll claim the Warp Guide position on the ship (before the other navigator chimes in)

    Still thinking about my starting acquisition, I'll have it picked before we leave port. I'm picking up ItS so I have new stuff to skim.

    Also I'm tossing my vote in for the Firestorm.

    Roleplay

    Vasily grumbles under his breath about their choice of ventures, but his job is to make sure they get to their destination, not choose it. Wrapping his scarf more firmly about his massive head, he strains to get upright and waddles towards the door.

    I'll make sure the currents are favorable enough to get us there. Make sure we are equipped enough not to die when we get there. It'd be a shame for my genius to die so young

    Rolls: Leaving the mundane preparations like supplies and whatnot to the blunts of the group, Vasily heads off to look for warp charts and the sort, pertaining to Bretallia.

    http://invisiblecastle.com/roller/view/2702916/

    Forbidden Lore (Warp): 39 Success! (Dark Voyage increases my Forbidden Lore one step, meaning I barely make it

    Scholastic Lore (Astromancy): 65 Failure (I forgot to study)

    Moridin889 on
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    A calculance array is a huge boon, if you have commerce (which is an advanced skill).

    Personally, I can't really help getting gear, because Explorators get neither Commerce nor Inquiry, so my base for finding gear is 12. So for any neat items, I pretty much need help from the Senechal or RT to find them at least. (Luckily I'm eyeing 1 scarce and 1 rare upgrade, but those will keep me busy for a long time solo as well :P).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Fondor_YardsFondor_Yards Elite Four Member: Hydra Registered User regular
    edited September 2010
    Since we have 2 Arch-Militants for the weapon roles, I'll take the Master Helmsman role if no one minds. Also would it be ok if I take Mastery of Space Void Master ability instead of Mastery of Gunnery? Don't forgot our ships's +20 bonus to social tests with other Rouge Traders/Merchant Houses, so our talky players should try hitting them up for info, maybe trying to find some of the traders that tried this already and survived to see what they know. I like Dread's list of supplies to bring with us, the one thing Forge and Hive worlds always need is food.

    Scholastic Lore(Astromancy) Test, to see if I remember/find anything about the system that could be the cause of the problems.
    Scholastic Lore(Astromancy) Test: 66 vs 35 swing and a miss

    Welp there goes my one useful skill, time to hide on the ship with the pyskers. Also we need a ship name!


    SanderJK wrote: »
    Personally, I can't really help getting gear, because Explorators get neither Commerce nor Inquiry, so my base for finding gear is 12. So for any neat items, I pretty much need help from the Senechal or RT to find them at least. (Luckily I'm eyeing 1 scarce and 1 rare upgrade, but those will keep me busy for a long time solo as well :P).

    Huh? Don't you just roll against your profit factor? I don't think you need commerce/inquiry/anything else just to buy stuff. I know you can use commerce to increase your profit factor during an acquisition if you role well enough, but you need to.


    Role Playing


    "Yes My Lady, I'll make sure she's ready and running at one hundred percent by the time we lift off." Jaakko takes another sip of glass before getting up and heading for the door, and eventually, the ship.

    Fondor_Yards on
    Secrets, lies, and tragedy. The trifecta.
    3DS Code: 5043-2172-1361
    Xbone Tag: Salal al Din
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    Ooo a Stummer sounds like a good idea, given Kroot are pretty much stealth/melee dudes, and are disinclined to wear heavy armor.

    The Hunter's possible Shopping List, if someone would like to go get them, you understand its a bit hesitant to visit the local Explorer-Mart in person.:

    Two Red-dot sights for his rifles. (Availability: Scarce +0, Scale: ??? Either Negligible +30 ("Single Man") or Trivial +20 ("Squad, 3-5"), Quality: Common +0; Total: PF +20 or +30)
    A Cameoline Cloak (Availability: Rare -10, Scale: Negligible +30, Quality: Common +0; Total: PF +20)
    A few Stummers (Availability: Average +10, Scale: Trivial +20, Quality: Common (+0); Total: PF+30

    Note: If the GM feels a piece of equipment would need custom tailoring/design to fit a Kroot's physiology (such as armor) the rarity of the item increases by one step to account for the cost of customization.

    As far as ship roles, I'm not sure The Hunter fits any role, really.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    SanderJK wrote: »
    Personally, I can't really help getting gear, because Explorators get neither Commerce nor Inquiry, so my base for finding gear is 12. So for any neat items, I pretty much need help from the Senechal or RT to find them at least. (Luckily I'm eyeing 1 scarce and 1 rare upgrade, but those will keep me busy for a long time solo as well :P).

    Huh? Don't you just roll against your profit factor? I don't think you need commerce/inquiry/anything else just to buy stuff. I know you can use commerce to increase your profit factor during an acquisition if you role well enough, but you need to.

    I will admit, this has always confused me (and my group), but our current understanding is that to get an item, you must
    a) Find it (Rules p110-112, runs on Inquiry/Commerce)
    b) Buy it (Rules p271-272, runs on Acquisition)

    I've tried googling/browsing the FFG forums for more info but it just doesn't seem totally clear if it's true. For one thing, the rulesets don't refer to each other at all.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • Fondor_YardsFondor_Yards Elite Four Member: Hydra Registered User regular
    edited September 2010
    There's Twistcatcher, which means to spend your days hunting down mutants in the ship's underdecks.

    Edit: Hm seems your right Sander. Looks like Autumn and Ran will be doing a lot of shopping for the rest of the group.

    Fondor_Yards on
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  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited September 2010
    Well, I am going to take the position Choir Master Telepathica if that's okay with everyone else, lets say the old master left or died when the old rogue trader did and I was brought on to replace him. Also The Hunter would be great as, or at least assisting the Twistcatcher, what better to hunt mutants and stowaways then a dangerous hunting xeno?

    In terms of play style my character is just out from under the thumb of the inquisition so is quite use to following orders, so ill just give advise and follow for now.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited September 2010
    An interesting complication is of course that Kroot eat their kills, trying to get stronger from them. How are you supposed to think about a Xenos (bad enough) that eats mutants (pretty gross) in order to "gain their strength" (now if that isn't Heresy, I'm not sure what is).

    SanderJK on
    Steam: SanderJK Origin: SanderJK
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    SanderJK wrote: »
    An interesting complication is of course that Kroot eat their kills, trying to get stronger from them. How are you supposed to think about a Xenos (bad enough) that eats mutants (pretty gross) in order to "gain their strength" (now if that isn't Heresy, I'm not sure what is).

    Only if the prey is worthy, some Kroot habitually eat everything, but others, especially shapers (or those on the path to becoming one) have an instinctive knack for knowing what is worth eating and what is worthless.

    As far as finding most items, Port Wander is a very large place, certainly above 100k population, so we'll be getting bonuses on commerce or Inquiry to locate objects. Overall, I never liked the "gotta find it" rules for all but the most rare items, since it just slows things down.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • susansusan Registered User regular
    edited September 2010
    I'll post more soon, but you can automatically find everything Very Rare or under.

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    On further consideration, I think I will take my "free" acquisition in the form of the Calculance Array. It is more in line with the character concept, it is of more immediate use to the character and the company and makes a lot more coherent sense than the weird xeno dingus.

    Dread__Cthulhu on
  • Dread__CthulhuDread__Cthulhu Registered User regular
    edited September 2010
    On the thought of ship-building, the only frigate that fits our strategy is the Firestorm, costing 41 of our 50 points, leaving *9* to figure out how to cram everything else in...

    Working from *there*, working with smallest and least powered vanilla components for the essentials, the proposed weapons, a barracks and a cargo hold and light bay, we're left with 3 power, 1 space and 3 sp.

    Now, from there, I dunno. We're tight on space and points.

    Firestorm Frigate
    Jovian Pattern 2 Drive
    Strelov I Warp Engine
    Gellar Field
    Void Shield
    Command Bridge
    M-1.r Life Sustainer
    Pressed Crew Quarters
    M-100 Augur Array
    Sunsear Laser Battery
    Sunhammer Lance
    Cargo Hold and Lighter Bay
    Barracks.

    41+1+2+1+2 = 47 sp, 3 SP, 1 Space and 3 extra power left over, assuming I'm not cross-eyed...

    The ways past this point are limited. We can upgrade the augury system, but that comes close to the limit of what we can increase -- size being the main issue. It is hard to cram both the barracks and the cargo bay into the vessel. We could spring for a back-ground that allows access to arcaneotech, but that is a trade-off.

    Now, moving down a step to a slightly weaker vessel of the same space size

    Havok Class Merchant Raider (adv = faster, more manoeuverable, 6SP disad = worse detection, armor and hull)

    Same component layout gives us 3 power, 1 space and 9 points and a few more options.

    Take "Planet Bound for Millennia" for Three points, leaving us 3 power, 5 space and 6 points due to the free Modified Jovian 2 Drive, plus one Arcaneotech to be named, at the cost of 1d5 hull integrity (I didn't do this above because it would leave us with no points). At this point, it is a discussion of what we want to upgrade and why. If we offset the hull integrity with improved bulk-heads (+3 integrity) we still have 3 power, 3 space and 4 points, with one arcaneotech to go.

    35+1+2+1+2+3+2 = 46

    Comments, criticisms or off-hand thoughts, anyone?

    Dread__Cthulhu on
  • susansusan Registered User regular
    edited September 2010
    Alright, the big update, covering the following subjects:

    Personal Aquisitions before leaving to Bretalia:
    • Yes, you can make Personal Aquisitions prior to leaving for Bretalia. You will have time to make 2 and only 2 personal Aquisition tests for yourselves, and then 5 Aquisitions as a group for Ship items/trade items/storyline items/etc. Gregory's test for an Imperial Guard company counted as one aquisition for the Ship, so y'all got 4 left for any Mercenaries/Foodstuffs/Medicine/etc.
    • Items of 'Very Rare' or more common are automatically available; this is a trade station, people are trying to sell you things all over the place, and so you can skip straight to the Aquisition Test (looks like 40 + Modifiers). For 'Extremely Rare' or higher, you'll need to pass an Inquiry or Commerce test, with a -10 Modifier for Extremely Rare, -30 for Near Unique, and -50 for Unique. This search check is combined with the Aquisition Check and rolled at the same time; if the search check fails, you've still spent 1 Aquisition check unsuccessfully.
    • Yes, you can have your Talky party members roll these checks for you :) .
    • If there are items that, when added to your Profit (40), total 100 or more, you can just assume there's some on the ship and not worry about it.

    Crew Positions on the Ship:
    • I like how y'all are handling this. If, during the game, you want to switch positions and take on a different role, that'll be fine as well.
    • I've gotten word that iceberg497 will be too busy to join us, so it looks like we're down to 11.

    The Ship:
    • Liking the designs you're going with. Y'know, if you take the option with the Arcaneotech, you've got enough room for a Teleportarium... And yeah, you're gonna need a name for this thing.

    Vasily's Forbidden Lore (Warp) Check:
    • Vasily reaches out and feels the currents of the local warp; he feels he will be able to chart a stable route through the Warp that won't lead into any unexpected time holes and keep the ship in a roughly 1:3 time ratio for the duration of the month-long journey.

    Can take Mastery of Space Void Master ability instead of Mastery of Gunnery:
    • Yes.

    Does the Hunter need custom armor and gear:
    • Nah. But let's all thank the Emperor that no one's playing an Ork.

    Starting the Game Proper:
    • We'll launch once most everyone's bought their items and/or said they're ready to go. If we launch before you get a chance to post, you'll still be able to retroactively buy things for a little while, I just want to keep things moving.
    • When the time comes to depart, we'll need to have a Navigator make a series of checks (if there are in fact multiple Navigators, one can assist the other on the check) in this order: 1. Navigation (Warp) to determine the length of the voyage. 2. Awareness +10 (Ordinary Difficulty) to find the Astral Beacon to help guide your journey. 3. Perception +10 (Ordinary Difficulty) to Chart your Course. 4. Navigation (Warp) +10 (Ordinary Difficulty) to steer the ship through the immaterium. 5. Perception Test -20 (Hard Difficulty) to exit the Warp at the intended distance from Bretalia. I'll be rolling the Warp Encounters in secret, and will let you handle the results on your own.

    Thoughts/questions/concerns?

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    Name? Allow me to throw out some wordy suggestions from a list I wrote a while ago:

    Projection of His Might
    Aegis of the Pious - Battlefleet Cobra Class Destroyer
    Blade of Assured Triumph - Battlelfeet Cruiser
    Pious Deference - Former name of the Destroyer of All Boundaries
    Heretic's End
    Destroyer of All Boundaries
    - Lord Captain Odocavar's Sword Class Squadron Leader Frigate
    Remover of Doubts
    Sublimation of Faith
    Hax's Hate
    Guided By His Fury
    Avenger of His Faithful
    Doubt's Destruction
    - Battlefleet Firestorm Class Squdron Leader frigate, CO: Lord Captain Vasily Graft
    Servant of the Righteous
    Sacred Promise
    His Venerated Blade
    Emperor's Enforcer
    His Humble Warrior
    Bringer of His Adoration
    Piercing Spear of Justice
    Devotion's Reward
    Night Castle
    Deliverance of Purity
    - Battlefleet Frigate, Former command of Odocavars.

    Of course, these are very "Wordy Imperium Navy" style, Rogue Traders might have more... colorful names. If you want colorful, I suggest St. Drusus' Fire. :P

    As far as my Acquisitions go, I'll go for the Cameoline Cloak and the Red-Dots, munchkingly raising my order to 5, since thats the most I can get for Trivial +20 scale. The extra 3 can be passed out to others, I'll trade them for a couple Stummers, Rannal! :D

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited September 2010
    Well, good to know I've wasted a search roll, though it would have been worth it for a solid group of soldiers. Lets have Autumn do those type of rolls from now on, lesson learned hopefully. I was planning on acquiring an Advanced Medkit and best quality stub automatic.

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • Fondor_YardsFondor_Yards Elite Four Member: Hydra Registered User regular
    edited September 2010
    I'd say take the Havoc, and here are my suggestions. Take the Staravar Laser Macrobattery for our 2nd arcaneo-tech since we seem to be going run and gun first, everyone else secondary. *Teleportarium is also good, since being able to teleport around at will is very nice *and quasi-broken.**

    This would leave us with Power: 5 Space: 5 Points: 5.

    Now I'd recommend an Arboretum, Temple-shrine to the God Emperor, Trophy Room, Murder-servitors

    Arboretum: Double Time a ship can remain at void without suffering crew population and morale loss, increase population permanently by +2
    Temple-shrine to the God Emperor: +100 points towards a creed objective
    Trophy Room: +50 points towards exploration, trade, or criminal objective
    Murder-servitors: When sued to conduct a Hit and Run action, with provides a +20 bonus to the command test, when determining the critical hit inflicted by the Hit and Run action, the character conducting may select any result between 1 and 6, rather than rolling

    This leaves us with zero power, space, and points. Overall we would have a very fast, very maneuverable ship that's real good at long range stand offs, and the following bonuses to objectives.

    Trade: 100
    Criminal: 100
    Military: 100
    Creed: 100
    Exploration: 50
    Hit and Run: +40 w/ Troops, +20 without

    So we would get bonuses to pretty much anything we tried to do, I'm liking this a lot. I also like St. Drusus' Fire as well.

    Aquisition Test for Good Mind Impulse Unit: 24 vs 40 Pass! If that's ok to get here, if not I can switch it to something else.

    Acquisition Test for a Motion Predictor for my Bolt Pistol: 98 vs 50 Hideous Failure!

    Yeesh there was no amount of modifiers that could save that second roll... Edited sheet with gear/changed class ability.

    Fondor_Yards on
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  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited September 2010
    Teleportarium+Murder Servitors is a classic bit of cheese, for better or worse. Not to my taste, but I'm not too concerned about ship matters. As a fan of the Sunsear Laser Batteries, I will heartily endorse the Staravar however, 50% the power consumption and 133% the range of the Sunsear, same damage, very nice. Can reach out to 240,000km (24VU), thats roughly 2/3rds the distance from the Earth to the Moon! If only we could afford a Turbo-Weapon ugrade for it to remove the long-range firing penalty (only a -10 however). Staravar + Sunhammer Lance is a solid combo if thats how you want to go.

    I guess I should roll for my things...

    Cameoline Cloak, Rare -10, Single Item +30, Normal Quality +0. Target PF 40+20 = 60.
    Roll: 54 Whew, just barely.

    5 Red-Dot Laser Sights. Scarce +0, Trivial Amount (5) +20, Common Quality. Target Pf 40+20 = 60
    Roll: 16 Flying colors. Who wants a laser sight? Got 3 spare. Remember, useful for single-shots only.

    I figured the Cloak and other sundry items wouldn't be a concern, however, if I was trying to get, say an Armored Body Glove, I'd expect that to be a bit hard/awkward to get from Port Wander.

    WTB Stummer(s), will Trade for Laser Sights :P

    [edit] Aren't Teleportariums Archeotech components?

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • susansusan Registered User regular
    edited September 2010
    Well, good to know I've wasted a search roll, though it would have been worth it for a solid group of soldiers. Lets have Autumn do those type of rolls from now on, lesson learned hopefully. I was planning on acquiring an Advanced Medkit and best quality stub automatic.

    Not wasted; y'all were going to roll for some Guardsmen, and you had just as good a chance as anyone when making the roll. Really, doesn't matter who does the rolling for the Ship, everyone gets the same mods; just gotta decide what your next 4 attempts will be (though it sounds like at least one or two will be devoted to filling your hold with Food and/or Medical Supplies (Trade Foodstuffs = Ubiquitous; Trade Medicines = Plentiful)).

    And yeah, looks like you're going with a build that allows an Archeotech component to be bought for the ship. From a purely GM Perspective, yes, Teleportariums are quite cheesy and can be annoying Deus Ex Machinas to pull your asses out of fires you started in the first place. That laser battery sounds lovely, though I'll be fine with whatever component you choose (even teleporters).

    susan on
    2010 PAX DM Challenge Grand Champion
    2011 PAX Warmachine/Hordes Champion
  • XagarathXagarath Registered User regular
    edited September 2010
    I'd like my character (main rulebook really will be here in the next day or two) to be First Officer, if that works for people?

    Xagarath on
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