A few equipment questions.

By HappyDaze, in Rogue Trader Rules Questions

1) According to page 137, "Any armour that provides 7 or more APs inflicts a -30% penalty on the wearer's Concealment and Silen t Move Tests." Should this only apply to the base APs of the armour before adjusting for Craftsmanship? I would hope so since it seems odd to me that a Common Craftsmanship suit of Storm Trooper Carapace (AP 6) doesn't penalize the wearer, but the "perfectly fitted" Best Craftsmanship suit of Storm Trooper Carapace (AP 7) does inflict the penalty. Good Craftsmanship Storm Trooper Carapace (AP 6, but AP 7 against the first attack each round) creates an even more odd situation since the penalty may be inflicted based on a fluxuating AP value.

2) The Cranial Armour and Subskin Armour are Implant Systems that implant armour and thus provide APs. Unlike most Implant Systems, they lack any explanations for what benefits higher Craftsmanship versions provide. Should they be given the same Craftsmanship adjustments as worn armour?

3) The Mind Impulse Unit provides a number of benefits when they are "used in conjunction with devices capable of MIU linkage." What devices are so capable by default? Most Imperial vehicles and starship stations probably are, but is a basic hellgun or bolt pistol MIU-capable by default? If a device is not normally MIU-capable, what is the Availability for the parts to make the conversion? On a hand-held weapon, would this be a sight? As a personal note, I'm likely to limit the Good Craftsmanship MIU's BS bonus to vehicle-mounted weaponry only as i think it's a bit too strong for my game as written if it also applies to bolt pistols, hellguns, etc.

1 - I'd use the base AP. Otherwise you can have the best quality stuff being worse that common, which doesn't fit right. And, as you mentioned, the rules break on good quality armour if you use the AP after accounting for quality.

2 - I'd say that quality doesn't have an in-game effect. Mailny because they are a cybernetic, not an armour, and they don't have any quality adjustments listed.

3 - I'd say that an MIU only works with vehicles at least as large as a small car, not hand-held weaponry. The main difference is how much of the skill relies on the machine, and how much on the human using it.

- For starships, the only part the human does is tell it what to do. It does all the work. The MIU lets information flow faster (both ways), meaning the human can give better instructions.

- For hand held weapons, a large portion of the aim comes from the direction that the weapon is being pointed in. This is done by the character, not the weapon. It doesn't matter how good your instructions to the gun are if you aren't pointing it at the target.

1) According to page 137, "Any armour that provides 7 or more APs inflicts a -30% penalty on the wearer's Concealment and Silen t Move Tests." Should this only apply to the base APs of the armour before adjusting for Craftsmanship? I would hope so since it seems odd to me that a Common Craftsmanship suit of Storm Trooper Carapace (AP 6) doesn't penalize the wearer, but the "perfectly fitted" Best Craftsmanship suit of Storm Trooper Carapace (AP 7) does inflict the penalty. Good Craftsmanship Storm Trooper Carapace (AP 6, but AP 7 against the first attack each round) creates an even more odd situation since the penalty may be inflicted based on a fluxuating AP value.

I would take the base armour value, quality makes it lighter and thus wouldn't suddenly give a penalty

2) The Cranial Armour and Subskin Armour are Implant Systems that implant armour and thus provide APs. Unlike most Implant Systems, they lack any explanations for what benefits higher Craftsmanship versions provide. Should they be given the same Craftsmanship adjustments as worn armour?

I would say that is a nice solution, I would use it.

3) The Mind Impulse Unit provides a number of benefits when they are "used in conjunction with devices capable of MIU linkage." What devices are so capable by default? Most Imperial vehicles and starship stations probably are, but is a basic hellgun or bolt pistol MIU-capable by default? If a device is not normally MIU-capable, what is the Availability for the parts to make the conversion? On a hand-held weapon, would this be a sight? As a personal note, I'm likely to limit the Good Craftsmanship MIU's BS bonus to vehicle-mounted weaponry only as i think it's a bit too strong for my game as written if it also applies to bolt pistols, hellguns, etc.

Only for vehicles, some gun emplacements, etc, not for personal side arms.

GrtZ,

S.

Bilateralrope said:

- For hand held weapons, a large portion of the aim comes from the direction that the weapon is being pointed in. This is done by the character, not the weapon. It doesn't matter how good your instructions to the gun are if you aren't pointing it at the target.

When my group's Gunslinger convinced the group's Techpriest to obtain and fit an MIU interface for him, I required that the gunslinger's chosen weapons be rebuilt and refitted to accomodate the upgrade. Not only did this include interface ports (in the handles, connected to cables that ran down the gunslinger's arm and emerged from his wrists), but a sophisticated gyroscopic aiming system and a gun-eye similar to the autosense sight mounted on Astartes bolters, which let him see out of the iron sights of his pistols. Between the reduced reaction time needed (the impulse to fire goes straight to the gun, not the hand holding the gun which squeezes the trigger), the aiming system which makes tiny adjustments to his aim (once he'd learned to use it - can't stiffen up and start resisting the gun's movements), and the MIU-sights (giving him a view of the target from the gun's line of sight), he got the bonuses... but only with those pistols.

It cost an absolute fortune, and four months of work on the part of the Techpriest. There was, however, no other way for him to obtain the bonuses while using his pistols...

My guardsman had an MIU installed and the solution we used was to cost the MIU components for the weapons at the cost of a Targeter. So a couple of my guns have a few extra bits and wires and a plug on the grip but can still accept a sight.

On the subdermal and cranial armour. I'd make good and best quality be less bulky for the same benefit. Good is very hard to spot under bulky clothes like trenchcoats while best is hard to spot even while nekkid.

Best-craftsmanship versions of most implants are intentionally designed to be more showy and ostentatious.

Conversely, best craftmanship subdermal armour may be very hard to detect, for example. MIU shoulder mounted guns were a main use for the MIU setup, but I can't remember if there are any rules for them, perhaps in DH?

Little Dave said:

Conversely, best craftmanship subdermal armour may be very hard to detect, for example. MIU shoulder mounted guns were a main use for the MIU setup, but I can't remember if there are any rules for them, perhaps in DH?

MIU shoulder-mounted weapons are a separate implant entry in the RT book.

I would also agree. Per FFG, anything that doesn't have a description for quality is up to the GMs desire. Most often, it reflects on the visual appeal. The example I was given (since I had been asking about quality in regards to ship components) was along the lines of:

A best quality reinforced bulkheads are studded with reliefs and mosaics and inspires the crew (perhaps a +10% to command suggested)

A poor quality reinforced bulkheads are shoddily and crudely done, with exposed riveting and welding. This causes embarassment to the RT and makes others think less of him, and take him less seriously. (no actual rule penalty suggested).

I'd agree, therefore, with Gribble and Dave. Things that can be showy, are showier and more impressive. Things that would benefit from being less noticable (like subdermal armor) are less noticable.

Bilateralrope said:

3 - I'd say that an MIU only works with vehicles at least as large as a small car, not hand-held weaponry. The main difference is how much of the skill relies on the machine, and how much on the human using it.

Eisenhorn's powered exoskeleton was MIU linked. As was Covenant's Shoulder gun, Ravenor's Chair, Psybereagles, Starships, Titans and possibly Witch Hunter Tyrus's Power Armour.

HappyDaze said:

Best-craftsmanship versions of most implants are intentionally designed to be more showy and ostentatious.

It depends on what the buyer wants from them. Anything at "best" craftsmanship could justifiably be considered a custom job made exclusively for the buyer. So if the buyer wants a best craftsmanship of anything to not be more showy and ostentatious, then he or she would get the product in question in any state that he or she prefers.

Meaning that one best quality bionic arm might be a gilded and decorated piece of art designed to show rank and stature, another best quality bionic arm might be indistinguishable from a real human arm unless carefully inspected with an auspex. It's all up to the buyer...

Just creating my first character and have chosen RT caree path, it says that a RT starts with a xeno-cloak i can find this in the book could some body please explain what this is?

A very impressive cloak made from the pelt of some strange xeno critter, It might add a social bonus (up to GM) but does nothing else.

But it looks very cool...

Dragonskull said:

Just creating my first character and have chosen RT caree path, it says that a RT starts with a xeno-cloak i can find this in the book could some body please explain what this is?

It's simply an article of clothing that's rare and hard-to-get and is more of a status symbol than anything else. You can think in terms of, say, a woman's fur coat or boots or belts made from skins of rattler snakes.

-Kirov

Ok thanks for clearing that up.