since the search-engine of this site is pure heresy...
What classes are there to play and what are their strengts? I just know of Rogue Trader and the 2 Psycher-Classes.
since the search-engine of this site is pure heresy...
What classes are there to play and what are their strengts? I just know of Rogue Trader and the 2 Psycher-Classes.
The description page has some info...
Yeah I have seen those. But there is also the Void-Master, I wonder what other classes are "hidden"
there is a post with all the classes and stuff listed...i think it was in "feed my unhealthy addiction" or a other long post with a familiar name...
the 8 classes are : Arch Militant, Rogue Trader, Astropath, Navigator, Missionary, Explorator( Mechanikus Guy), Sheneshal(very smart guy) and Void Master.
I hope those names tell you something
Levyten
What does each class do in-game ?
I don't want flavour text, I want some idea of the gameplay each gives.
Bilateralrope said:
What does each class do in-game ?
I don't want flavour text, I want some idea of the gameplay each gives.
While I don't yet have the book I have read a lot of the posts and just feel like talking about something I probably know nothing about (yay Internet!)
The Rogue Traders focus is on Comanding folks. If you need someone to inspire or command troops and get folks to do what you want, why, a Rogue Trader is for you. They get a special ability which also allows them to give someone that can see them a +10 to their next check through their awesome commanding presence.
The Exploritor deals with tech in all it'[s forms. If t involves machines and tech, he can do it. in fact, he gets a special ability allowing him to have implants (wow, imagine that! Mind blowing, isn't it?) that no one else can have and that will give him special abilities as he learns to use them.
The Arch-Militant is all about killing folks. They are good at killing and they like to kill. If killing is something you want to do, you might need one of these. Their special power revolves around a specific weapon, giving them damage and to-hit bonuses when using that special weapon to kill folks.
The Senishal is all about keeping the RT in the loop and informed. They are the lore-monkeys and information is their main focus and they have a special ability that allows them to spend a Fate Point to automatically succeed at any Lore test (remember, Lore-Monkey).
The Astropath is all about telepathy on an astral scale and, to a lesser extent, psychic powers. Their special ability is, well, look ma, psychic powers!
The Navigator is all about perceiving the flows of the warp and, to an extent, using this perception to their advantage. Their special ability is a funky freaky eye that dose anything from driving folks mad to allowing the navigator to teleport limited distances.
The Missionary is all about spiritual inspiration and passion. They are great speakers and motivators and can instill their fiery passion for the Emperor in just about anyone. Their special power is their Faith, their True Faith that is, that can ward off daemons, shield them from corruption, and otherwise be miraculous and hate filled.
The Void Master is, well, master of void type stuff. They are the human resource guys on the ship and the fella that run the more practical parts of it. If it involves the ship (and not the engines, or moral) then these guys are the ones who know about it. They keep the crew in line, monitor the systems, fly the damned thing, and pretty much do all the tasks that the RT bellows out. Their special power is a focus on a part of the ship and how it operates, making them ace at that particular job whether it be flying a guncutter or manning the augur-arrays.
And that's my expert never-read-the-book-answer to your question.
Comparing the RT classes to DH classes:
- The Explorator sounds similar to the tech priest.
- The Missionary sounds similar to the Cleric.
- The Seneschal sounds similar to an adept.
- The Arch-militant sounds similar to a guardsman or arbitrator.
- The Astropath sounds like a soul bound psyker with divination and telepathy powers.
- The Navigator is another psyker. But the only navigator power mentioned so far is the lidless eye.
They will have some differences to the dark heresy classes. But the general idea behind the classes sounds similar.
The Rogue Trader and Void Master sound different to the DH classes.
What I'm really after is something similar to the short descriptions of the classes like the DH rulebook has in pages 24-27
No Assassin? Awwww ... C'mon.
Having looked at the character descriptions a bit, I would describe the Seneschal as both economic genius and master spy.
Graver said:
Bilateralrope said:
What does each class do in-game ?
I don't want flavour text, I want some idea of the gameplay each gives.
While I don't yet have the book I have read a lot of the posts and just feel like talking about something I probably know nothing about (yay Internet!)
The Rogue Traders focus is on Comanding folks. If you need someone to inspire or command troops and get folks to do what you want, why, a Rogue Trader is for you. They get a special ability which also allows them to give someone that can see them a +10 to their next check through their awesome commanding presence.
The Exploritor deals with tech in all it'[s forms. If t involves machines and tech, he can do it. in fact, he gets a special ability allowing him to have implants (wow, imagine that! Mind blowing, isn't it?) that no one else can have and that will give him special abilities as he learns to use them.
The Arch-Militant is all about killing folks. They are good at killing and they like to kill. If killing is something you want to do, you might need one of these. Their special power revolves around a specific weapon, giving them damage and to-hit bonuses when using that special weapon to kill folks.
The Senishal is all about keeping the RT in the loop and informed. They are the lore-monkeys and information is their main focus and they have a special ability that allows them to spend a Fate Point to automatically succeed at any Lore test (remember, Lore-Monkey).
The Astropath is all about telepathy on an astral scale and, to a lesser extent, psychic powers. Their special ability is, well, look ma, psychic powers!
The Navigator is all about perceiving the flows of the warp and, to an extent, using this perception to their advantage. Their special ability is a funky freaky eye that dose anything from driving folks mad to allowing the navigator to teleport limited distances.
The Missionary is all about spiritual inspiration and passion. They are great speakers and motivators and can instill their fiery passion for the Emperor in just about anyone. Their special power is their Faith, their True Faith that is, that can ward off daemons, shield them from corruption, and otherwise be miraculous and hate filled.
The Void Master is, well, master of void type stuff. They are the human resource guys on the ship and the fella that run the more practical parts of it. If it involves the ship (and not the engines, or moral) then these guys are the ones who know about it. They keep the crew in line, monitor the systems, fly the damned thing, and pretty much do all the tasks that the RT bellows out. Their special power is a focus on a part of the ship and how it operates, making them ace at that particular job whether it be flying a guncutter or manning the augur-arrays.
And that's my expert never-read-the-book-answer to your question.
thanks, that helped a lot!
Dak Rogers said:
No Assassin? Awwww ... C'mon.
The Arch-militant could well be an assassin...
www.fantasyflightgames.com/edge_foros_discusion.asp - Link to the thread Levyten mentioned.