Foes and Adversaries

By WeedyGrot, in Rogue Trader Gamemasters

I thought I’d start a thread for people to ask the community with help creating foes and adversaries for their campaigns. Feel free to share your favorites here so that people can use them in their campaign or just create a resource for when the players do something unexpected and there should be some opposition.

I’d like some assistance creating a formidable Mechanicus ship designed to stay out in the expanse for a long time to recover ancient technology but still able to be a decent threat to any vessel that chooses to stand in their way.

I was thinking a Goliath Class Factory Ship and I really want it to have a servitor crew but can such a ship be combat effective?

Best quality Servitor crew gives a crew rating of 40 (with a penalty of 5 to Ballistic skill tests)

Best quality Crew Improvements give a crew rating bonus of +5

A Cogitator Interlink gives a crew rating bonus of +5

Is there any other way to squeeze a decent performance out of a servitor crew?

What weapons systems should a state of the art Mechanicus ship use?

Is there anything like an Arboretum that makes a little more sense for a Mechanicus ship to assist it going longer without resupply?

Can Murder Servitors be used with a Servitor crew?

I would suggest that Crew Improvements like better quarters aren't going to affect a servitor crew in the slightest.

I'm inclined to say that Crew Improvements is specific to the crew you have. As already mentioned on the forums:

BC Crew Improvements to a BC Servitor Crew???

Isn't that a bit like a Best Best Craftsmanship Servitor Crew? Hey, it's your game. Knock yourself out. I fail to see how spiffy uniforms would make a servitor better, though.

It could be seen as better servitor handlers, maintenance stations and spare parts - leading to less down time and wear-and-tear building up on your spiffy, almost perfect acting servitors.

I'd think that some sort of flesh-growing tank, mentioned in the creation of some cherubs, would add to the reclamation ability of such a ship. Btw, I still agree with my own statement in that quote above. They are double redundant components and upgrades. Just because I didn't argue it out doesn't mean I gave up the argument. I just didn't feel like arguing such a point. It's your game. I limit the number of components that can add to a single stat line on a case by case basis.

It is a valid viewpoint just not one that I happen to hold myself. As mentioned in the Crew Improvements entry itself: 'these improvements could take any number of forms, from better provisions for the mess, uniforms to promote loyalty, or even extended training regimes'

If they could take any number of forms then it seems quite reasonable that for a Servitor Crew this could take the form of improved programming of the servitors, in which case they would literally be crew improvements.
However as you say it is something that each GM can decide to allow or not allow as they see fit.
A reclamation facility makes sense for such a ship and it also makes sense that it be primarily a flesh-growing system rather than the more macabre corpse recycling system.
Any other components that make sense for this sort of ship?
Edited by WeedyGrot

Well, it seems you want something that is "combat effective," but the only thing that's going to make a ship this large, with only 3 weapon slots and a horrible maneuverability, are the PCs crewing it. It's especially going to require a skilled pilot. It should turn like a capital ship but the RAW will allow it to turn like an escort (unless I'm forgetting a special rule that applies to this ship - btw I'd change that if I were GM - this baby would turn like a planet's orbit). Still, I don't think it's allowed broadsides so it's very limited in armaments. Personally, I'd go with escorts and kit it out as a mobile space station.

Go for Secutor-class if you want a dedicated admech research vessel with some combat capability. Goliath is a tin can, two or three solid torpedo hits away from breaking apart.

As far as components go, yes, I could imagine flesh tanks and workshops increasing the durability of servitor crew, but they would be far more demanding in terms of energy supply and SP cost than components designed for humans.

And of course, multiple components increasing crew rating of servitors (especially cogitator interlink, but in general you can only do so by increasing processing capability and disabling the mainframe failsafes) is a step towards self-aware independent non-human mechanism, and a heresy in the eyes of the tech-priesthood. Not that it is impossible. Just double the energy requirements, add +2 to the component's SP value, get ready to be mercilessly hunted down as heretek, and don't be surprised when your uplifted servitors will begin self-improving and rebelling.

Edited by Chaplain

The issue I have with a Secutor is that they're warships plain and simple. And while I imagine the admech do have warships it probably isn't the ship they'd choose for long term exploration.

Near heretical is fine as that represents the Mechanicus outfitting their ships with the best of the best but I wouldn't want to have anything that could actually be considered abominable intelligence... just an advanced machine spirit that greatly assists with the day to day tasks.

The idea is to use this ship as a foe for my players not to give the ship to the players with all the cool toys.

The difference between "cute, fluffy, obedient advanced machine which helps me run my ship" and "oh my god, they are exponentially self-improving, self-replicating and no longer respond to my commands" is murky enough to have been overlooked by humanity at the times where their scientific and technological mastery was far, far, better than anything admech has today - which is precisely why techpriests embrace "better safe than sorry" attitude towards machine potency. Now, you are aiming for crew rating 40 servitors (which already stretch the limits of "safe"), and uplift them to crew rating 50. It's the equivalent of the hard-bitten, know-it-all, seen-it-all void veterans which are normally associated with crewmen of Astartes or Inquisitorial ships. Those guys you need to buy for FIFTEEN ship points during ship creation. And now you put up a servitor crew (which, speaking of game balance, costed you much less), and it matches the top-notch human crew in every aspect.

This is no "minor deviance" from machine cult, and not a "harmless, obedient crew". It is a reason for your excommunication, bounty on your head, and a machine uprizing waiting to happen. And no, I'm not lelling that you shouldn't go for it. Just don't forget that rogue trader is a game of consequences.

Edited by Chaplain

Well they are in the Koronus expanse, far away from the support/eyes of the Adeptus Mechanicus for a reason :)

They're not exactly towing the line but so far no-one can prove they're actually doing anything heretical, they of course firmly believe that they're following the Universal laws.

After all there are strict controls in place on the ship to ensure that the Machine spirit doesn't become self enhancing and therefore isn't an abominable intelligence.

[Edit] That isn't to say it can't become an abominable intelligence but at this stage I've determined that the crew improvements for the servitor crew is the large number of 'officers' that have the binary chatter skill making the servitors more responsive. If that was automated somehow... [/Edit]

Edited by WeedyGrot

If you intent to stay in koronus, only rarely visiting imperial ports, then by all means go for it, just find the way to balance it out with 15 SP cost of equally competent human crew.

@WeedyGrot

Look up Battlefleet Gothic pdf on Explorator fleets for ideas. Their vessels are built to a higher standard than imperial navy, and the larger ones (cruiser sized and up) are equipped with experimental tech and unknown archaotech to test them out in the field. Even xenostech. You can justify unique components for these ships.

I'd also second the secutor. The goliath has a lot of uses but a combat monster it is not.

Oooo I didn't know about that. The ARK MECHANICUS - OMNISSIAH'S VICTORY looks like a nice ship. It is a little over-gunned for my tastes as I'm looking for something that needs to strike a balance between being able to defend itself and being able to find and research forgotten technology.

Perhaps I can convert it a little.

For those of you interested the Explorator rules PDF can be found here: http://www.bolterandchainsword.com/argos/BFG/amfleet.pdf

The Ark Mechanicus is flat out superior to even "ordinary" battleships. I'm sure an upgraded cruiser of some sort is in order. Bear in mind that some good and even best quality components would make sense for these ships, which give a neat boost from having more components than normal vessels.

There is a Mechanicus Exploration Cruiser in Hostile Acquisitions that you could use. It has some super long-range lances that aren't available anywhere else in the game, so they'd be good.

Huh, the Omnissiah’s Vigil is pretty much exactly what I wanted (Page 88 Hostile Acquisitions).

Yeah it's a pretty neat ship. I gave my players one after they managed to outwit and capture a Dark Eldar Cruiser, and then after the AdMech making some very clear "Carrot or Stick" arguments traded them a ship loaded with Mechanicus Spyware.

It doesn't specifically state what the bonus for the Laboratorium Annexes are, but I just give a +10 to any non-Lore Intelligence Test made on board.

Nice.

How does it fare against vessels with double void shields? It doesn't have anything to take the void shields down before it goes in with the lances?

Well, it has dual port/starboard weapons, so all told it fires three lances at an enemy in combat usually, which tends to be sufficient. In addition the Port/Starboard lances are both Strength 2 so there's the chance they'll bring one down.

Also do not overlook the advantage of the Crit Rating 3 of the weapons. With a good crew of PCs, it's very easy to score three critical hits on a single enemy, which can be devastating if you're tracking morale and crew population loss.

As an NPC vessel I think it'll get murdered (as most NPC vessels do), but as a PC vessel the crit damage and consistent lance damage is very compelling. Also note that I'm assuming the "Accurate Weapons" gives a +5 bonus, and the other +5 comes from the Auto-Stabilised Logis-Targeter.

It's going to be outmatched by a carrier, as everything in this game is, but it's still been a nice thematic addition. Also it has Murder Servitors AND Skitarii on board, so anything that gets too close is going to be hit-and-run to death.

Are non canon submissions acceptable; say the Yautja?

Granted I would only use "them" or "one" (solo) - once in a whole campaign (i.e. one time event or scenario)

I've successfully used Migo before (who btw Mine for ore and such)...

Granted the main sticking point to their defeat was the players had to catch them off guard... (I recall the Migo having a K.O. Gun that puts PCs to sleep)

This was the scenario I ran, albeit it was on a Moon and not Earth - I just adjusted factions and viola I had an adventure...

http://www.goodman-games.com/7004preview.html

The reason the high and mighty Peers of the Rogue Trader even did the adventure was to pay back for information (to a faction) that lead previously to the Dynasty gaining PF in a separate event...

Edited by MorbidDon

Sure, submit anything as long as it is compatible with the rule system.

Mi-go

WS 30 (i.e. Nippers)

BS 20

STR 20

TGN 20

AGL 35

INT 40

PER 35

WIL 45

FEL 10

Size: Medium (Man Sized)

Damage: D5 (Melee) + Grapple

Armor: Any Impaling / Piercing weapons do Half Damage ( before Soaking for Toughness & Armor is applied )

Sanity Threat: In order to deliver on the whole “sanity loss” idea / mechanic from COC, the Mi-go can opt as a Full Action to extending their metaphysical “aura” causing confusion, fear, and or overall madness; inflicts an automatic +1 Sanity Gain to the target.

Skills:

30% Competency Rating (Skills) – assign two Trained Skills as desired (this would define an individual’s role)

This usually includes: Forbidden Lore (Nyarlathotep or Whatever you’d like to Assign), Medicine, Mining, Tech Use

Talents:

Life-Support (able to fly through the void and survive – 1 Light Year / Week)

Extra-Dimensional:

Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep

Equipment:

Electro-Gun (D10 Damage + Immobilization equal in Rounds to the amount of Damage dealt + Roll on Resistance Table for Survival or Die instantly / If target has no remaining Wounds then blast automatically slays the target!)

Example; a Target take after Soak 5 damage leaving them with 8 Wounds left – go to 8 Horizontal and go to 5 Vertical = 65% chance the Target Survives the Blast…

resistance-table.jpg

Mist-Projector (20 Charges; 1-Box Radius considered “blind” if targeting Mi-go within the mist)

Bio-Armor (Considered as a “Free” Parry per Round, can parry ranged attacks in this way)

Colour out of Space

10 Strength +10 per POW
40 Agility
40 Intelligence +2D10
20 Willpower +1D10 (increases as it feeds)

Wounds = 10 Base plus Willpower Bonus / AR of 5 otherwise

Movement: 9 Pouring or 5 Flying

Special Attacks

85 Feed (drains Strength, Agility, Toughness, Willpower and Fellowship while feeding)

Will vs. Will; for each success the Colour scores, the victim is drained 9-Points temporarily* and 1-Point Permanently (9:1);

Feeding is a Touched Based Attach with Reach 2 (Temporary Points Drained are recovered at a rate of 10-Points per Day)
Feeding increases the Colour’s Willpower by +D10 per success score above…

In addition each “hit” scored despite its level of success ages the target by 1 year!

Temporary Damage = Damage that goes away after the Battle/Challenge/Scene/ Etc...

The victim is aware of a sucking, burning sensation, and progressively withers and grays. His face sinks, and his skin ages with hideous skin cracks and wrinkles. Once drain, the victim dies.

100 Mental Attack

For each day near the Colour humans must perform a Willpower Test vs. Sanity, thus going mad eventually falling into the clutches of this super predator…

100 Disintegrate (one cubic foot per minute)

Used to bore holes into solids in order to create a lair; this ability is taxing and costs the Colour 10-Points of Willpower per Use

85 Grasp/Grapple

Solidify a part of itself; translucent, can be used to grapple humans, grab weapons, or to manipulate other objects; Reach 2

40 Caustic Touch
This modified attack allows the Colour to touch an inorganic device or weapon and cause the target metal to corrode, falling to pieces and becoming useless immediately. The Colour must perform this attack from a position by which it can make contact with a target; Reach 2

Special Defenses

Insubstantial: The Colour is susceptible to Bright Light and may otherwise only be harmed by Melee Weapons or Magic / Psychic Implements or Las Weaponry (Las does 1-Point of Damage). As in the case of strong luminosity; this causes an area to become Difficult Terrain thus costing the Colour a Full-Action to move through or out from…

Though incorporeal, its passing nonetheless feels like the touch of a sl imy, unhealthy vapor. Geiger counters register its presence as a distinctive burst of radiation. With light-intensification gear, it shows as a bright patch of luminosity. Infrared viewers are useless.

Aberration: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

  • Alien: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • The Colour does eat and sleep, but does not breathe.

After Encounter Base Default of +D5 Sanity / +D10 if they witness a Party Member die!

Challenge Seeds:

SEARCHING THE BODIES OR DISBELIVING <Half Action>

A Logic or Scrutiny Test maybe performed in order to “find” the outline of the fallen human hosts. Amongst their number one member is in possession of an device – these little stones ( like that of green soapstone ) are threaded—like charms—with somethin' on 'em…

The Elder Sign <Full Action> Willpower or Fellowship vs. Target’s Willpower

The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations. When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light.

Standard Failure None: The aberration suffers no ill effect, even if it fails the saving throw.
One Degree of Failure Sickened: Takes a -20% penalty on attacks, saving throws, skills, and ability tests for 1 round.
Two Degrees of Failure Nauseated: Can’t do anything but take a single half move action for 1 round.
Three Degrees Failure of Dazed: The aberration can take no actions, but permits a bonus to hit it +20%, for 1 round.
Four Degrees Failure of Stunned: The aberration releases anything held, can't take actions, grants Combat Advantage.

Once a creature recovers from an effect, it moves up one level on the table.

Thus, a creature that is Stunned by this spell is Dazed the round after that, Nauseated the round after that, Sickened the round after that, and then recovers fully the next round…

Those surviving participants each endure insanity gain of 1D10+5!

FEEDING IT / GIVING IN <Helpless>
A player may opt to just give in to the thing and allow it to fully feed on them – doing so forfeits a Fate Point… The Colour requires x3 more humans in order to fully manifest towards the stars! (optionally characters can cumulatively give up 3 Fate Points)

Those surviving participants each age biologically +1D10 years…

I found this on the "whole" Predator lore that AJ40k did on Heresy-Online's forums...

The Yautja