Rogue Trader second try question

By felismachina, in Rogue Trader Gamemasters

Make acquisition checks everytime someone needs to restore crew or field Fury pilots (maybe an Extremely rare kind of purchase? these guys need special implants in their spinal cord for being able to handle the extreme G force during void combat did anyone know that? ) - that should be fun and teach them how to behave.

Also, provide them with some drastic issues in case they do drastic things - ex.: ask them to roll a "Int" test so they understand that hitting a hulk with macro-weaponry could trigger reactions like detonating a plasma conduit or something, or an Evaluate test for getting it reinforced to them that they could lose valuable loot in the process.

If still... They act like subtly like a rock... Have these lacks of common-sense become lack of new PF increases and maybe even declines on it out of excessive/constant need for repairs, restaffing & rearming.

Magellan: It really depends on what kind of troops you have and the frequency with which you use them. If you're on planet for an extended period and are constantly dragging along and redeploying your troops to every new area of interest, if the operations are taking place in a hellish or logistically strained environment or with high casualties, or if you're reliant more on conscripts or lower grade mercenaries then the morale penalty (or perhaps just some associated narrative difficulties) make sense. Deployment with the frequency that a mercenary of the relative pay grade could reasonably expect shouldn't occasion any particular complaint.

Loss of some future PF for logistical and manpower expenses seems like a direct enough disincentive, but I suppose keeping in line with the rest of the game it'd make more sense to handle it with acquisition checks (on the other hand, maladroit or avaricious lackeys bungling the retrieval of or appropriating valuable artifacts, data, etc. could certainly directly damage your returns). Still, it might be good to bring up things like fuel expenditures and other issues if the players are too eager to over commit too frequently. There are added costs to actively using your private army rather than keeping much of it on a ship.

A couple of points:

First, similar to above, one partial solution is to designate that soldiers are not 'auto-replaced' (which is already true for crew). If you limit the number of acquisition checks each player can make each game (or break period, etc) this becomes a directly limiting factor. If they're buying new soldiers, they're not buying themselves toys. If they try to buy to many at a time and fail, well, then someone else is going to have to try, or their forces will be diminished.

Secondly, there is an extent to which hired troops and follower forces can be used without harming the game at all. Say your Rogue Trader is in the habit of sending down a platoon to secure the landing zone before he goes down. That's not really an issue - call for one command check and hand-wave that it's done. Even if they often send troops up ahead to scout (or w/e) you can bypass a lot and skip to the part where the trooper calls back with "Lord Captain, you need to see this."

Note: if your party likes to bring along a "squad or two" of troopers for support, I recommend hijacking the Horde rules from Deathwatch and rolling them all up into one horde. It makes them much easier to manage, and keeps the game from bogging down to much with them.

Edited by Quicksilver

I like the ones from Black Crusade, myself, but yes, horde rules are great. Personally, I define random crewmembers as baseline humans with 8 wounds and 30 in every stat, with exactly one skill or weapon training depending on their function (different crew ratings can change this). Horde rules are basically necessary for them to contribute, and it allows enemy formations to be equally threatening without individual soldiers being over-equipped or overly powerful.

A tangent, but out of all the games, I think Rogue Trader might just be the one that has the greatest need of the horde rules.

Thanks for all the ideas.

While i will use some i also thought i could sit with players and write all they have on ship right now. So there won't be another situation like. "Do we have it?" then as i was unsure i said roll an aquisition test. And it ended that entire regiment got carapace armor and heavy weapons. Nvm my bad. Right now i will keep track of what they have ( no more i want plasma gun we surely have some on ship *rolls aquisition*)

As for some ideas. I use crew stats on soldiers, mercs etc. So if ship crew have 40s i assume soldiers have them also. But taking horde mechanics seems like a good idea. As for only servitors on ship it's a great idea. I thought i could crash their current ship on some planet and then after they get out of there (ofc it will involve series of adventures) let them buy admech ship which will be only outfitted with servitors. They can recruit new crew but it will take time.

Technically speaking you can do acquisitions for things aboard your vessel. You just advise them to make the appropriate commerce roll for the comparatively small population, adding any penalties you feel relevant; after all, a ship with a munitorium is much more likely to have a plasma gun stored than a former agricultural transport, but is still unlikely to have them in bulk.

At some point, a rival Dynasty makes it to the goal before your party does. Their ship or squadron is large enough that to attack them would be foolish. There's little to gain and everything to lose. To show there's no hard feelings, the rival RT invites your players to a fine dinner.

During the dinner, the rival RT's approach to the objective planet becomes obviously different from the tack the party would have taken. The rival RT didn't blast the natives into submission. He negotiated a contract with them and is already getting PF out of the world, whereas your overly-violent PC party would still be picking through debris for leftovers. This RT doesn't have to import millions of colonists. He brought agri-harvesters with him and is already mechanizing a feudal world with the help of some Ad Mech advisors the Ad Mech didn't trust your psychopathic party with.

Yeah, it's a drag when your players want to act like power-hungry adolescents on an ego trip. So show them the proper way to handle stuff through a third party. It might take up a couple adventures, but the payoff can be quite large. An enjoyable campaign is something you'll talk about for decades afterwards.